Fallout: Capitol Hell - EXCERPT

I should mention before anyone else does - yes ghouls in my world are radiation-created not FEV. My reasoning is that they're too iconic of a post-war race to leave out of the player character creation options. However, if you'll notice, Super Mutants are not playable. Instead I replaced them with robots, as made clear in my Robot Expansion for the ruleset I use. FEV does not exist on the East Coast in my campaign, instead I've concocted something new that I'm quite proud of. You'll see later.
 
It'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
 
Last edited:
It'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
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 soon
 
I'll try and provide some feedback tomorrow when I give it an indepth look. You're making some real good stuff here, 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.
 
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.
Hell yeah, lay it on me! I still have Fallout 4 and 76 to go after this worldbook, so anything counts.
 
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. 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.

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.

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.
 

Attachments

  • 1752449186448.png
    1752449186448.png
    3.1 MB · Views: 5
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.
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.

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.
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'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.
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.

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.
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.
 
Last edited:
Back
Top