A community effort

NMA - A post-apocalyptic roleplaying game?

  • Interested in playing and helping

    Votes: 58 63.7%
  • Interested in playing

    Votes: 39 42.9%
  • Not interested

    Votes: 6 6.6%

  • Total voters
    91
They... can't?

Of course not, I've seen that happen a lot. Great, it makes me have to be more careful but great. Still, you're acting really serious about which is good, have to congratulate the determination.
I think mods were able to ban in the old forum, but in this one it's a bit more complicated. I certainly can't outright ban people, but maybe if I dish out warnings it's possible.
Anyway, yes, I'm serious about this, and I'm trying to run this tight because I know how community efforts like these usually end, despite everyone being super hyped in the beginning. NMA couldn't even get 50 essential RPGs together if left to their own devices, so I'm trying a more "professional" approach for this. Which might still result in failure, but hey, at least we tried :D
 
I think mods were able to ban in the old forum, but in this one it's a bit more complicated. I certainly can't outright ban people, but maybe if I dish out warnings it's possible.
Anyway, yes, I'm serious about this, and I'm trying to run this tight because I know how community efforts like these usually end, despite everyone being super hyped in the beginning. NMA couldn't even get 50 essential RPGs together if left to their own devices, so I'm trying a more "professional" approach for this. Which might still result in failure, but hey, at least we tried :D
Yeah I know what you mean. I don't help in that regard.

I'm currently writing why to use Exodus but the simplest reason why it's the best is because EVERYTHING'S been already done.
 
I'll toss my name into this, no question.

If there's a need for an editor or extra writer, let me know. (My new housemates are prepping to run a Star Wars RPG and one of them is a big Fallout 4 nut, so I might be able to convince them to playtest whatever alpha or beta or pre-made game we decide to use in the end.)
 
Can't see that working out unless it was tied into something akin to a fever dream or cyberpunk alternate world.
Could work with a big IF... if by an alien city under the Mojave they meant a military USA government research facility that studied alien technology and stuff (Area 51) and it just grew into a legend of being an alien city over the decades.

Then a good GM could make a nice Adventure there and make it lore friendly too (instead of having alien stuff everywhere it only had some highly advanced machines and materials that seem to not be from this world, some kind of creatures that seem to have been created in a lab or something, robots, etc). :shrug:
 
Could work with a big IF... if by an alien city under the Mojave they meant a military USA government research facility that studied alien technology and stuff (Area 51) and it just grew into a legend of being an alien city over the decades.

Then a good GM could make a nice Adventure there and make it lore friendly too (instead of having alien stuff everywhere it only had some highly advanced machines and materials that seem to not be from this world, some kind of creatures that seem to have been created in a lab or something, robots, etc). :shrug:
Under the Mojave? Dodgy but could work. I'd rather just it being the imaginations of a crazy prospector who wants to blow up Vegas in an attempt to reach the Aliens.
 
Well, most of the above ground stuff probably got nuked to hell (the location of the real area fifty one is known, and it's name comes from the map's name for it), and all that would be left was an underground complex. If some people survived, somehow, they may have stayed down there, like a less secure vault. They could have eked out living metro 2033 style (although this depends on when it was set). If no humans, that some robots may have survived.
 
It could have been as simple as some early "prospector" found a pre-war sensationalist paranormal tabloid magazine or newspaper saying that there was an underground secret military base in the Mojave that had real aliens and alien technology and stuff like that, but with time some parts got deleted or smudged and the "prospector" thought it said there was an alien base underground in the Mojave.

He then told his friends and showed the article as proof and they started spreading the rumours. Then during the next decades the rumours grew more and more until it turned into a legend of a real Alien City under the Mojave.

Stuff like that used to happen all the time even in the real world (like a Rhinoceros would turn into a magical Unicorn that granted wishes, a Giant Squid would turn into a Kraken, a sea monster that would sink entire ships and eat all the crew, Manatees and Dugongs being magical mermaids that lure sailors to their deaths, etc). :postviper:
 
True, there's sense to that... imagine Fallout 5!

Mr House against prospector invaders! Will you kill the most prospectors?
 
This sounds like a great project! I'd love to play it if it's ever finished! I can't claim to be the best writer in the world, but I'm at least decent. I don't know how much time I'd be able to put into it, though. I'd love to pitch an idea or two though!
 
This sounds like a great project! I'd love to play it if it's ever finished! I can't claim to be the best writer in the world, but I'm at least decent. I don't know how much time I'd be able to put into it, though. I'd love to pitch an idea or two though!
Sure thing, that's all you have to do if we use Exodus. Seriously, pretty much everything has been covered there.
 
I have been slowly working on converting the Fallout 1 and 2 (and a bit of Tactics) game system to PnP but I hit a few walls. So if anyone could give me their ideas or suggestions I would really appreciate it :ok:.

So to start with:
  • In a PnP game players have way more freedom to do and behave anyway they want to, so they will be able to do stuff that the computer games did not allow (like running, swimming and climbing and any other physical activity that requires doing it for a while), so I was thinking that a PnP Fallout should have one of two options:
    • Have each individual skill (Running, Swimming, Climbing, etc).
    • Have a skill called Athletics that will work for all of those situations (the one I prefer as to not bloat the skills number with skills mostly useless).
  • I like the classic Fallout games "defenses" system (AC [Armor Class], DR [Damage Reduction] and DT [Damage Threshold]) but using DR in a PnP game would just complicate things (no one wants to have to calculate how much damage they receive using %, that makes combat slower and tedious) so I was thinking it would be best to remove the DR mechanics from the PnP system.
    • So we would end up having AC, which would help characters avoid being hit by attacks.
    • And DT, which would reduce the damage taken when hit by attacks.
  • How would Damage Threshold works (all of these can mixed with my thoughts on "Deadly and AP" and Critical Hits):
    • We emulate the Classic games where a high enough DT can negate all the damage from an attack
    • We could make it like Fallout New Vegas where no matter how much DT a character has, a small amount of damage will always be dealt (which I like because in PnP there should always be a small uncertainty and never allow players to become unkillable gods)
    • Or maybe a mix of two, where if the DT value is high enough it can stop all damage. But there is still ways of injuring a very high DT character:
      • I thought that some weapons and ammo could also have special Attributes: For ammo we could have the obvious "AP" (Armor Piercing) attribute, where depending on the ammo type it would have in it's stats a AP value (Example: 9mm AP 1 Ammo, means that in a successful hit, the weapon that fired that bullet would deal 1 damage no matter how much DT the character being hit has). The attribute for weapons would be called something like "Deadly" and work like the "AP" rounds (Example: Ripper Deadly 2, means that in a successful hit by that weapon, no matter how much DT the target has, it will always get 2 damage)
      • No matter how high the AC and DT, a critical hit would bypass all of the AC and DT and deal full damage
  • How Armor Class works:
    • Like D&D AC (The character being attacked has a total value of AC and to be able to hit that character the attacker needs to roll the same or a higher value than that AC)
      • Just like in DT we could have weapons and ammo have a special attribute to make it easier to hit high AC characters, for example ammo could have something similar to "Spread" and weapon could have something similar to "Explosion" (It is harder to dodge a shot that spreads it's projectiles than one that fires a single projectile and it is also harder to dodge an explosion because it is an area attack. So a "12 gauge shotgun shell" could have a Spread 2 making it hit as if the target's AC was 2 points lower, while an incendiary grenade could have explosion 1 and reduce the target's AC by 1)
      • No matter how high the AC and DT, a critical hit would bypass all of the AC and DT and deal full damage
    • I would need help figuring out how to balance AC, I mean how would we make it so the attacker can hit the target? In D&D the attacker has something called Attack Bonus (which comes from all sorts of things, it comes from the Base Attack Bonus table of it's Class, then it adds a value depending on his Strength or Dexterity depending if it is melee or ranged attack, then there is magic bonuses, etc) but in Fallout games it generates a random number and then calculates if it hits or misses using all different kinds of numbers (like distance, cover, if aimed at a particular body part, etc). So I was thinking that in Fallout PnP we would use Weapon Skills somehow and based on that we would also throw a dice and then check if the weapon or ammo has any "Spread" or "Explosion" values and add all three values together, then compare that number with the value of the target AC plus any values of distance, cover and aiming at a particular body part...
      • Gah even I am getting confused, it sounds confusing but it is pretty easy, specially while playing since the players will pretty much know immediately both the total "Attack to Hit" value and total "AC" value.
      • Example: Bob has a skill in Guns that gives him +3 to hit using Guns and he attacks using his shotgun with a "12 gauge shotgun shell Spread 2" so he rolls a 20 sided dice and gets 15, so Bob has a total of 20 to hit Joe (3+2+15=20). Joe has a base AC of 12, Joe is also one unit farther than the optimal range of a shotgun weapon so Joe has a bonus of 1 AC for distance penalty Joe is also kneeling behind the husk of a rusty car which gives him 5 AC from cover which all adds to make Joe's AC be 18 and Joe gets hit (12+1+5=18). But if Bob was trying to hit Joe in the eyes he would have needed 5 more to hit such small target and would have missed because Joe's AC would have been increased by the 5 points needed to hit a small target (12+1+5+5=23). All of the values used here are placeholder values since I didn't got into making the actual values for weapon skills, cover, distance penalties, etc.
Sorry guys if I am always hard to understand when I type, English is my second language and I have some mental problems and I really suck at writing when maths and numbers are involved because I also have Dyscalculia (yeah I also had no idea that existed until I made a several hours long test and my Psychiatrist told me about it :scratch:), so I am sorry for the confusing explanations and formulas and whatever.

Now please give me your ideas and suggestions and later on I will probably come by with other problems and stuff I will need help with :help:.
 
I apologise for the lack of progress, I had company over the weekend. So hopefully this week we'll get a new forum, if not we'll continue like this.
Since barely anyone took part in the System Suggestion thread I'll add a few more options, and then we'll decide.
 
I apologise for the lack of progress, I had company over the weekend. So hopefully this week we'll get a new forum, if not we'll continue like this.
Since barely anyone took part in the System Suggestion thread I'll add a few more options, and then we'll decide.
No need to apologise :ok:.

Yeah I read the System Suggestion thread but since this conversion I am making is taking longer than I thought I couldn't post it in that thread because that thread is for already existing systems.

Also I thought of commenting on the suggested d20 system since I have quite the experience with it, but my posts wouldn't fit the requirements to post in that thread :rofl:. Mostly that d20 works in a class system and characters are from different classes and gain stuff like attack and skills depending on which class they are, and I believe a Fallout game shouldn't have classes but be based on SPECIAL values instead. I believe d20 will have to be edited quite a lot for it to work for a Fallout system, but the good thing about it is that it is popular and adaptable so the edits could be quite easy for all I know (I have no idea because I never thought of it).

Crap I already typed more than I wanted, I keep losing focus and just type random stuff :lmao:.

Well I will see if I can find any system already not suggested and post it in the System thread to make your work a little easier >_>.
 
I've been away from the boards for ~10 years due to ... stuff.
I'm quite a bit behind when it comes to any of the angst towards Bethesda, but I share some of the same sentiment.

While I myself have interest between PnP gaming (living in a somewhat remote area with only one gamer-friend within 45 miles), to Roll20, RPTools, or other on-line emulator, or even a digital environment of a persistent world of either 2D/top-down 3D - I'm partial to all three for the same reason.

I'm interested in whichever iteration I could help with ;)
 
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