PaxVenire
Water Chip? Been There, Done That

The following is an excerpt from my Fallout 3 reimagining for a TTRPG campaign. It contains the Intro, Vault 101 lore, and escape quest.
Thanks! I've been working over my Fallout 3 rewrite for almost 3-4 years now, slowly, but it's close to completion. Then I'm gonna do Fallout 4. Would love some feedback on things, I know Yossarian already corrected some mistakes in my Mutant Manual I'll be fixing soonIt's good to see somebody carrying the torch.
Edit: I've just seen + read over your other Vault Archives expansions and one-shots, shit's impressive
Hell yeah, lay it on me! I still have Fallout 4 and 76 to go after this worldbook, so anything counts.and I know a lot of people from my Van Buren group (me included) have a lot of visions for what a reimagined East Coast could be, so maybe expect a few ideas/shower thoughts from me in that post regarding the wider setting.
Thank you, the Ghoul addition was one I'm quite proud of because it was a challenge to incorporate a well known post-war race while also maintaining the Vault origin. Not just any Vault origin mind you, because ghoul Vaults have been done before (Necropolis), but a Vault intentionally sealed on the day of the bombs and functioning as intended. The original idea was to have the players be wasteland drifters making their way from West Virginia to the Capital Wasteland, starting near Lamplight. But I always liked Vault 101 and felt it could be elevated if given a proper fleshed out world with logical worldbuilding.Giving it a skim over, I'd say the meat of it is fine. I like the rewrite of 101 and how methodical life is in it, alongside how you introduced your rewrite of Ghouls.
Yes, the PCs could be literally any role they choose save for the Overseer. This is why I don't specify what they're doing when the catalyst event occurs. The GM can start with the party split up in their preferred work stations or they could start with them gathered in a commons area like the living quarters, atrium, cafeteria. The PCs could be Human/Ghoul/Robot, Maintenance, Doctor, Security, Hair Stylist, whatever they want. There's no real restrictions when it comes to the players' life in the Vault since the intent is to escape. If the player wants to be a Vault/Overseer loyalist, there's even room for creative GMs to make them a double agent in the party, perhaps a plant by the Overseer. Like in Fallout 3, the players eventually come back to the vault and see the consequences of their actions.I would try and add some clarifications/extra details to a few areas, though. It says the PCs are together in a shared space, sure, but what roles could these PCs be from? Could some of them be Vault Security, doctors, mechanics, etc? Generally just some things to help PCs pick potential backstories/jobs/archetypes IMO. It'd also be a good idea to see where these archetypes could help in the Escape quest, like a Science PC being better at the security override. That's just my two thoughts, the rest of it is great.
This is a cool idea, but for my Fallout 3, it's only been 25 years since the bombs fell. Also the Enclave aren't necessarily underground dwellers, nor removed from the rebuilding society. They're headquartered out of the Whitespring bunker (officially known as Control Station Meridian) with FOBs at Raven Rock, the Citadel, and Adams AFB. Unlike Fallout 3's Enclave, they aren't remnants or holdovers from the Oil Rig, rather they are a cell of Enclave who lost contact with the main group when the bombs fell and had to adapt. They have a hand in every pie so to speak.I'll have to ask the rest of my group later about their ideas for the East Coast, but for whenever you write the Enclave, I always had the vision of them being sort of ethereal - that is, almost a little out of place then they are to other Wastelanders. This is contrary to how they're just depicted as (albeit gung-ho) normal people like the Remnants and in Fo2, but I always liked this vision based off some Adam Adamowicz FO3 art of them being very pallid, almost corpse-pale, from life in underground facilities. It only particularly makes sense for something set in the far future where Bethesda's FO3 takes place, since it would probably take generations living under UV lamps to achieve such a physique.
There's definitely that higher than mighty attitude when it comes to how they view wastelanders, but in the end, the East Enclave are a relatively small cell compared to their main forces out west (who they think are dead after losing contact), so they can't really afford to just sit back and sneer as society rebuilds itself. The East Enclave want to make sure the future of America stays America. Keeping with the original ideas for the Vault experiment and the Enclave in general, they have long lasting plans with a particular interest on Wallops Flight Facility.Characterization wise, my headcanon of these Eastern Enclave would probably be more like the Spacers from Brigador. Uncaring of the wastes, seeing wastelanders as ground eaters, etc. Of course, I don't think it'd particularly match with the timeframe and setting of your FO3 rewrite, since this was intended for the classic 2200s Bethesda Fallout 3, not yours which is only a generation or two away from the apocalypse.