Atomic Postman
Vault Archives Overseer
Yep got a confirmation the final product is coming by the end of the week.
*I feel like at the end of this past paragraph, some explanation of what CODE actually entails is in order. As it stands now, the pivot from this discussion of CODE to automation feels awkward.
*Personally, I don't like the name you settled on for ARGOS in WARDEN. It feels sort of generic, and implies an authoritativeness that would be more befitting of the ZAX than ARGOS - ARGOS is effectively a giant guard dog, WARDEN implies something more to me. If you don't want to go with FIDO (which I understand since it sounds goofy) I think BULLMOOSE is better, it captures the Americana and also its animalistic nature, and even sort of sounds like a fantasy monster.
Done.*Delete cell block pic, not relevant to cryogenics and looks bad with watermarks. Might I humbly suggest replacing it with my Department of Civil Defense seal?
I'll mention he worked on WMDs for the US Government of some description but not beyond that. I like the New Plague/Presper/Limit-115 reveal set to Radiation Storm too much to get into detail that early.*Add some brief mention of Presper's disillusionment after Limit-115 in addition to initial explanation
Laundry Chute! Great idea! I did think that the waste disposal and the sewers were too thematically similar but my brain was in Black Mesa and not prison escape movies, where it should have been.*I must say, of the the thee escape options you have here I'm a little dissapointed. You have two classic prison escape options, 'gross tunnel' and 'blow up big hole,' but you're lacking what to me feels like a seminal one in 'laundry chute.' The kitchen has the chute aspect, but it's also sort of a duplication of the gross tunnel, and CRITICALLY lacks the 'laundry' element. But this is without a doubt the absolute dumbest fucking quibble I've ever had, so I'll move on.
-It is, of course, solid. Biggest problem remains how to deliver this exposition to the player. Red Menace is of course the most natural means, but its hard for him to get all of this through during your brief encounters. Also curious as to how you'll present the actual interrogation.
A recent earthquake has collapsed a small section of the facility, opening a pathway between laundry processing and old tunnels to get out.Earthquake integration?
I think that I would like a little blurb, maybe at the end of the section or perhaps even the beginning, as to how the facility is perceived by Wastelanders, the extent of their knowledge and the myths around it. Compare the folkloric discussions of the Sierra Madre and the Big Empty.
*Minor suggestion, but maybe replace 'roadsters' will 'bulls?' Bulls was the term used by rail-hopping hoboes for rail yard guards and cops, their worst enemies, so it feels appropriate, plus it dovetails with the Hobo Oracle's prediction.
*feels somewhat odd that you have two groups of characters (the Hobo Oracle and the Truecoaters) both coming all the way from the distant midwest.
*'lakes of whiskey too.'
*Lack of any Santa Fe sidequest aside from the Roadsters, which is really the main quest for the entire location, feels a bit odd. For the sake of symmetry, maybe make the golden spike an Santa Fe sidequest. The Golden Spike is a general legend among the Iron Rivers, but the Atchinsons were recently given a pamphlet with a map to the spike by a traveller they helped (maybe a New Canaanite missionary, a Zoner merchant, a refugee of Hecate, etc.) and they send the player after it out of desperation, essentially making a play for its legitimacy. Add in a complication like the Atchinsons approach the players and offer a better reward or something.
Probably should yeah but they're honestly not that depthful. A comically evil tribe of cannibals that revere the eating of human flesh in ritual and view the flesh of the young as more pure. The kind of stuff that inspires rumors and stories that the likes of Jed Masterson would associate with that part of the Wasteland even decades down the line. In thinking on this, perhaps I should subvert this and have the cannibals be the Eagle Rock tribe, and tales of their cannibalism greatly exaggerated. So even more dark comedy in that the Dusty Runner's threat is completely and totally empty, as the players will later find out.*Blurb on the Bone Dancers
Silly idea for a random encounter: You come across a homestead out in the Wasteland, a lovely smell in the air. You hear a noise from a bush - "Psst!" You see an Atchinson Iron Rivers in the bushes. He tells you this lady makes the best pies in the Wastes, and he wants to steal one, and he needs your help. hobo type shenanigans ensue. Whatever the case, you definitely need to include some Atchinson random encounters to reflect their status as Wasteland explorers and as a call back to the starter town, especially since ultimately you didn't include any Atchinson quest relevant NPCs out in the Wasteland.
*On a similar note, I think the reward for one of these random encounters or maybe the Iron Rivers as a whole being a hand cart that allows for mildly faster travel along railways would be neat.
This is true - I do want to avoid the "Let's go to Phoenix!" problem and doing this doesn't help my case.*I think you should just say that Phil found the data in Arizona rather than Phoenix specifically
*This is America and Phil sure as shit isn't getting it from Scotland - spell it 'whiskey' not 'whisky'
He's just a general handyman. They're prospectors and need dudes to help them move junk, like the two that got merked before the players arrive. I had a "Measles" in my first campaign and my RP of him was popular so I'll do a similar thing. He'll be a sort of darkly comedic character that just smokes his cigarettes and eats from his tin of beans, making occasional pithy comments and really, really doesn't like David.*Does Measles have any role other than introducing the concept of Rebirth?
*Is Terex meant to sound like an oil company name? Just curious.
either change par. 4 "HADES Fluid" to "HADES Substance" or correct all prior occurrences of HADES Substance to Fluid.
*thematically there should be an option in Guarding Hell to reject David and go for full tribalism while ousting the Prospectors
*Earthquake integration?
*Endless Walkers should not be found here, since Endless Walkers were specifically a breed of Ghoul whose skin was calloused into a tough shell by endless walking in the dry, bright, dusty wasteland - very much the oppossite of a sewer system. They should simply be feral Reavers or simply feral Glowing Ones. Actual Glowing Ones should be found in the Cheyenne Mountain and Cheyenne Wyoming Wastelands, and in and around the ABQ.
*Was it the Truecoaters shooting at the Boulderites, or just Jack? Obviously if latter ambiguity is on purpose, just curious
Burham Springs if they've got a clean operation going post-Sheol. New Canaan outer-bazaar if not.*Any particular idea where the Truecoaters would move if convinced to leave as per "Keep on Truckin'"?
*Unclear what you mean exactly when you say that the Hangdogs attribute the nuclear holocaust to misfortune - literally just bad luck? Possibly rephrase.
Face.*Are the "black tribal facepaints" on their armor or their... face? If the latter (which I would think) it should be moved or rephrased, as it's awkward to insert it between discussions of armor.
*Are pigrats a separate species from molerats in your canon, the former being the 1/2 creatures (and descended from rats) and the latter from the 3/NV creatures (and descended from naked mole rats created as part of a bioweapon program)?
*It feels like for the sake of symmetry a little more description is needed here, perhaps describing their place within the current Hangdogs hierarchy or their prominent members. If these details are added, they should be integrated into the other Hangdog quests.
*For integration with New Mexico stuff, perhaps some mention should be made of trade links from the South? Or is Cheyenne Mountain too much of a barrier? Perhaps this could be circumvented by the Stormchasers establishing a trade route to Quartz.
*"and when someone with Blue Flu symptoms arise, they are taken to the Dome for treatment." I don't understand this statement - do you mean someone inside the Quarantine Zone? Possibly rephrase or add clarification.
Turd looking Grub-Dogs it is then.Rule of threes, add another grub-based delicacy.
Just put together that Xi'an must have been in the same party as Frank. Which raises the question - who is the third Follower?
Denver or New Canaan.*If Demucci is convinced to leave, where would we go? Denver, assuming Workers of Denver is completed, seems the natural solution.
*Use of the spacesuit icon here feels odd. Maybe instead it should be one of the cybernetic/android Vault-Boys?
I do feel like Boulder Dome should come before Denver in book order
*Feels a bit odd to me that the fact that the players have a Prison-Boy identified with Presper has no bearing on anything here.
Interesting to note that this HAL type sequence presages the final connfrontation at Van Buren.
It occurs to me that CODE weapons should probably be especially effective against Robobrains - perhaps you could massively extend the duration of hypnosis on them?
"Diana brought him to her (poorly received and largely ignored) ecological conservation technologies by her start-up, Stone Hydroponics." Unclear meaning - do you mean that she merely showed off/described her tech, or that she had a booth/exhibition at the fair that was poorly received? Consider rephrasing or clarifying.
I wonder if, similar to the above thought about CODE on Robobrains, if CODE would have any special effect on Diana. Could serve to tie CODE more directly into the main story.
I feel like Cheyenne Mountain and the Wasteland south of Denver deserves a blurb. Perhaps the same for the silo wasteland around Cheyenne Wyoming.
Not sure if this has been said before, but if you're workshoping Van Buren it might be worth, IMO, getting rid of the incredibly juvenile shit like the Trog Prostitute who doesn't know she's a prostitute and just thinks everyone's nice to her.
Like it has incredibly "Teenage Demographic" vibes, and like I don't mind silly things in a Fallout game, but that kinda stuff just seems gross and childish.
You might want to give the doc a read. It's pretty different to Van Buren. It uses it as a baseline but now it's pretty different in most places.
146 pages
Wow, I'll have to find some free time.
Truly my pleasure.I will adapt all of these changes into the final PDF, this is incredible work. I am hugely appreciative of your dedication to this project.
Exactly my thoughts. I had a similar reasoning behind FIDO, but I now have fully come over to BULLMOOSE.I was iffy on WARDEN too but BULLMOOSE rides the line a bit on goofy, but it does have that "attack dog" aspect that you want ARGOS to have. It being named WARDEN might be confusing too - who runs the prison - WARDEN, or COLOSSUS? Are they the same? BULLMOOSE is a big goofy name alongside Liberty Prime that makes it clear it's a weapon of patriotic retrofuture warfare. So I will change it.
Oh good, I was worried that I was being hyper-autistic in my adoration of tropes.Laundry Chute! Great idea! I did think that the waste disposal and the sewers were too thematically similar but my brain was in Black Mesa and not prison escape movies, where it should have been.
...I don't think I ever realized in my life that Uncle Sam was named that way to get the acronym "US." This is far more embarrassing than my Eagle Rock revelation.As I discussed with Dayglow Drifter, I'll integrate the interrogation as part of my Ron Perlman spiel. Where "You are a Courier for the Mojave Express" type exposition comes in, with the addition of them being under the bleary-eyed influence/hangover of CODE during the trial - so it feels like a dream, a dream that very quickly becomes reality as they come to in their cells with a killer headache. Exposition wise this intro will explain their split personality, basics on Victor Presper and the fact that US thinks they're all Presper (Red Menace will bring up photo comparisons in the trial to prove the players innocence, to which US brings up two photos, the same photo of Presper, and clearly "rebukes" it. Overruled by COLOSSUS.)
Maybe make it Texas instead - avoids duplication and its just as much of a hobo-core region, if not moreso.Basically, I like Fargo. It also adds to the Hobo Oracle's mystery/mystique if he's from a far away, unseen location.
May need to get the mappers to add rail lines to the map if you do.I like that change. The golden spike was your idea and your change is very fine indeed. The Santa Fe will feel more fleshed out in game because they'll be the ones offering the players food, shelter and the ones I'll be RPing as the most, so I wasn't hugely worried. Problem with rewards is that the Iron Rivers have pretty little to offer. They don't have currency and what they have to trade won't be impressive to players making the hike to get the spike, but I think having the reward be access to a handcart would be cool and justify the journey.
I think I would just prefer the Bone Dancers over the subversion. ANd not depthful though they are, they should still get a subsection or a paragraph, probably somewhere in the Utah section.Probably should yeah but they're honestly not that depthful. A comically evil tribe of cannibals that revere the eating of human flesh in ritual and view the flesh of the young as more pure. The kind of stuff that inspires rumors and stories that the likes of Jed Masterson would associate with that part of the Wasteland even decades down the line. In thinking on this, perhaps I should subvert this and have the cannibals be the Eagle Rock tribe, and tales of their cannibalism greatly exaggerated. So even more dark comedy in that the Dusty Runner's threat is completely and totally empty, as the players will later find out.
Oh OKI think you mean Topekans since they're the "Rail Nomads" but their representation would be either in rail nomads leading the Van Buren prisoners to Grand Junction in the first place or in gaining rep with them and learning of their caches, you'd find Rail Nomads at each one. Kind of like the Rebel caches in Half-Life 2 but with dudes hanging around.
Make sure to rephraseFace.
I like this a lot, make sure to include in final draft.Someone I intended to include but forgot until now - he's locked up in a cage in Ouroboros on the list for human sacrifice along with captured Legionaries. His punishment for meeting Hecate and calling her on her bullshit.
Well you had already used the radiation suit for the environmental armor in "The Present Day and the New Plague," so it feels a bit odd to me to have two seperate very different images depicting the same thing. Of the two I definitely prefer the radiation suit as environmental armor. Further, it feels odd to have it in the character section since its only relevant to 2/5 in the section and only 1/3 on the page (and that 1 is only partly). Go with something else, maybe I could make an alternate icon when I go through and make icons after I'm done with New Mexico commentary and all corrections.It's the same icon I use in my rulebook to denote Environmental Armor which looks kinda similar.
Well I'll see if its enough when I reread New Mexico, but as I recall I felt it a little lacking. It makes sense to put it in the New Mexico section though since its tied to that questline and its high level. But maybe make sure to mention in the Denver portion that it blocks travel southwards (if you haven't already). I do think that the Cheyenne Wyoming Wasteland warrants some mention, probably in the Boulder section, as it is a major impediment to travel.It gets enough of a look-in via the Brotherhood document and it'd mostly be dungeon based, something I'd design prior to the session itself.
Nope, didn't see any from that - only extraneous notification I got was from this one!@Hardboiled Android sorry if you got several false notifications, I had weird formatting problems and it posting early.
As Atomic Postman has pointed out this project is pretty different from the original but... I had NO idea about this, don't remember it at all from the design docs.Not sure if this has been said before, but if you're workshoping Van Buren it might be worth, IMO, getting rid of the incredibly juvenile shit like the Trog Prostitute who doesn't know she's a prostitute and just thinks everyone's nice to her.
Like it has incredibly "Teenage Demographic" vibes, and like I don't mind silly things in a Fallout game, but that kinda stuff just seems gross and childish.
Well worth it IMO146 pages
Wow, I'll have to find some free time.
Maybe make it Texas instead - avoids duplication and its just as much of a hobo-core region, if not moreso.
May need to get the mappers to add rail lines to the map if you do.
I think I would just prefer the Bone Dancers over the subversion. ANd not depthful though they are, they should still get a subsection or a paragraph, probably somewhere in the Utah section.
Well you had already used the radiation suit for the environmental armor in "The Present Day and the New Plague," so it feels a bit odd to me to have two seperate very different images depicting the same thing.
Well I'll see if its enough when I reread New Mexico, but as I recall I felt it a little lacking. It makes sense to put it in the New Mexico section though since its tied to that questline and its high level. But maybe make sure to mention in the Denver portion that it blocks travel southwards (if you haven't already). I do think that the Cheyenne Wyoming Wasteland warrants some mention, probably in the Boulder section, as it is a major impediment to travel.
But I must say before I do New Mexico commentarry: Your silence on the Mutant Leech Question speaks VOLUMES.
I think the fact that the player is 1) told that they're cannibals (and all that implies) and 2) the fact that they've already met or heard about two groups of militant cannibals in the Coyotes and the Bone Dancers sets up and subverts the expectation well enough, in fact arguably better since one of the classic styles of subversion is in the rule of threes - first two conform to some pattern, you expect it on the third but it's subverted. Besides, having a group like the Bone Dancers out there in the Wasteland makes it feel a lot wilder and a lot more dangerous and strange and large. Having a group that cartoonishly bad really does well for the main justification of Caesar's Legion - "Jeez, the East is pretty crazy, maybe we need some kind of civilizing force."* Having it be "Well actually everyone's pretty nice, mostly"** is, IMO, a lot more boring. I definitely prefer the Bone Dancers.I kind of prefer the subversion because outside of that reference I have zero plans for the Bone Dancers and we've already got a militant cannibal tribe in the Coyotes, and it builds that tension that's meant to mount on the journey up to the Eagle Rock if the players are expecting slathering baby-eaters.
Fair enough, but in the Boulder post there's no mention of Environment suits, only Environmental suits, so that was what you were referring to with that first icon. I definitely thinks it looks better, even if it is slightly contradictory to the rulebook. The spacesuit icon looks comical (and it did on purpose in NV), and moreover it lacks a helmet!! bwhich seems essential not only for, y'know, being in a hazardous environment, but moreover giving the Dome Authority an appropriately totalitarian sci fi vibe (then wonderfully subverted by them wielding spears, not sure if I ever complimented that before but I absolutely love that detail)Actually in my rulebook Environment Suits and Environment Armor are two separate things that use both icons. The suits are your standard bright-yellow Hazmat deal and the Armor is a combat-viable variant.
I'm moreso referring to the wasteland around it than Cheyenne Mountain itself - it's a pretty large and presumably extremely dangerous region, feels odd for it to not be mentioned in detail at all. Full of ghouls, assorted mutants, and maybe even the remnants of the Calculator's machine army now crazed and directionless. Same goes for the Wyoming wasteland, which realistically should be one of the worst hit place in the world, or at least this side of the PacificI'll add the mention but Cheyenne Mountain is meant to be a big glowing crater that used to be an army base and then implicitly the home of the Calculator from Tactics and the location of a post-war battle that resulted in a nuke going off. That mystery will be enough for the players to chew on as they try not to die from rad poisoning or the various obstacles in the dungeon, IMO.
I prefer them getting in from outside than mutating inside, and in the former case you should have them present elsewhere - possibly make them an enemy on the Colorado, especially if you attempt to ford it. Perhaps its a Legion delicacy, or a brutal punishment.Truthfully it's a leftover from the original actual design document, IIRC, but I would explain it as the water filtering system breaking down and letting the leeches hanging around the outer pump system come swimming in. Either that or the breakdown of the rad-filter and the system allowed existing leeches in a partially flooded sub-basement to mutate.
I think the fact that the player is 1) told that they're cannibals (and all that implies) and 2) the fact that they've already met or heard about two groups of militant cannibals in the Coyotes and the Bone Dancers sets up and subverts the expectation well enough, in fact arguably better since one of the classic styles of subversion is in the rule of threes - first two conform to some pattern, you expect it on the third but it's subverted. Besides, having a group like the Bone Dancers out there in the Wasteland makes it feel a lot wilder and a lot more dangerous and strange and large. Having a group that cartoonishly bad really does well for the main justification of Caesar's Legion - "Jeez, the East is pretty crazy, maybe we need some kind of civilizing force."* Having it be "Well actually everyone's pretty nice, mostly"** is, IMO, a lot more boring. I definitely prefer the Bone Dancers.
Fair enough, but in the Boulder post there's no mention of Environment suits, only Environmental suits, so that was what you were referring to with that first icon. I definitely thinks it looks better, even if it is slightly contradictory to the rulebook. The spacesuit icon looks comical (and it did on purpose in NV), and moreover it lacks a helmet!! bwhich seems essential not only for, y'know, being in a hazardous environment, but moreover giving the Dome Authority an appropriately totalitarian sci fi vibe (then wonderfully subverted by them wielding spears, not sure if I ever complimented that before but I absolutely love that detail)
I'm moreso referring to the wasteland around it than Cheyenne Mountain itself - it's a pretty large and presumably extremely dangerous region, feels odd for it to not be mentioned in detail at all. Full of ghouls, assorted mutants, and maybe even the remnants of the Calculator's machine army now crazed and directionless. Same goes for the Wyoming wasteland, which realistically should be one of the worst hit place in the world, or at least this side of the Pacific
I prefer them getting in from outside than mutating inside, and in the former case you should have them present elsewhere - possibly make them an enemy on the Colorado, especially if you attempt to ford it. Perhaps its a Legion delicacy, or a brutal punishment.
Oh wow! It looks absolutely amazing. Money well spent, I say.We've also got a finished map @Hardboiled Android
View attachment 20236
I can make alterations in saturation and stuff like that in post to make it a bit darker.
View attachment 20237
So what do we think - Moribund World or California Revisited for the travel theme?
Oh wow! It looks absolutely amazing. Money well spent, I say.
Now that said, I do have a few critiques I want to put out there. It's too late to do anything about most of these I imagine but I just want to voice them for my own sake.
All of these said, obviously all of that is probably expecting too much. This map is absolutely god tier fucking amazing for a homebrew PnP game.
- The coastline of the Great Salt Lake isn't rough enough, it looks way too cartoony, so does the water (and of the Colorado for that matter). This can be said to some extent for the whole map, though it's less of a problem following your desaturation. Similarly, I find the absence of Lake Utah very odd.
- Cityscapes look way too cartoony since they're all just copy-pastes of one building over and over again. More strangely to me, they look way too small - these all look like little villages, not major cities. Compare that to the sprawling, dense, varied megalopolises of the Fallout 1 map. I suspect part of the reason for the small size is because the artist didn't want to do a bunch of different buildings/textures/complex layouts, so to hide the samieness somewhat they compressed the cities down by a lot.
- No Rio Grande river?
- The 'wasted lands' as it were, the places around craters and major cities and especially Cheyenne Mountain, look really supermicial, like sort of dark-ish marks on the map. They totally lack the rich texture, the blasted/cratered landscape, and the hints of red that give the impression that it's still smouldering with atomic fires, that we find on the map of Fo1. These just look like kind of ashy spots.
- Similarly, the crater around Cheyenne Mountain doesn't look great. Looks completely 2D, again like a cartoon, with no depth. It should look like a moon crater, not Bug's Bunny's head after getting shot by a cannon blast. And, like I said above, there need to be more craters in general, not just dark regions.
- Lack of sufficient wasted land in Wyoming
- ABQ looks like it was waaaaaaay too lightly hit.
- That mysterious charred land in Medicine Bow-Routt National Forest is still there and I don't understand it.
- Lack of the sort of "Cracked Lands" I described surrounding Burning Springs.
Also, this is one note that I imagine they actually should be able to address fairly easily: can we get a version without the grid? I would like to experiment with different colored grid for when I get around to making the frame for it. I figure thats all on one layer and should be pretty easy for them.
As to music - probably Moribund World. Though I am curious - have you considered any of the NV tracks for ambiance anywhere? I really like Inon Zur's work for that game, as we've discussed in past.
Also here are a few thoughts that arise in response to scrutinizing the actual map: could you run me through your logic of moving Burning Springs to Dinosaur, Colorado again? As I recall it was on account of the fact tht you wanted players to run into it on their way to New Canaan. But looking at the map, this doesn't seem to hold true. Going from Grand Junction, it seems the most reasonable way for players to reach New Canaan would be following the highway, and obviously this would miss Dinosaur. Even if they take a path as the crow flies, they would come nowhere near Dinosaur. If we assume they follow I-80 from Boulder, again they would come nowhere near it. In fact, assuming they come from Grand Junction and follow the highway, the best location for the players to run into it would be exactly where it was in the design docs, East Carbon, Utah. Still an early game location, but not in Colorado.
Also,m the location of Moab seems problematic - seems too likely early level players would stumble across it?
1) Maybe I'm not articulating myself well, but I wouldn't call the Fallout 1 map cartoony, at least not in the way this one is. The Fallout 1 map looks more handmade then this (which is natural since it probably was), more richly detailed and textured.I agree with all your criticisms but I would say this
1) it's kinda meant to be cartoony. The original FO map wasn't realistic either
2) I got it for reasonable price and further details would cost more. I've spent more on more trivial things but I'm already feeling slightly regretful I didn't use the Yesterday map.
3) I might use the Yesterday map and chalk up a loss. No biggie to me it's whatever is better for the campaign
I've asked my artist friend who's handy with Photoshop who did Hecate to give it a go of making the cities look better so we will see what he can do to tweak it.
The Watchers/Nexus: Feels like the USSA should be relevant here considering its nature. Certainly it should be mentioned in some capacity in the description, but in terms of concrete links - maybe by doing some quest or other around here you could get one of those handy USSA ID badges for Bloomfield? I don't recall if you ever explicitly stated how the players were meant to get their hands on one of those ID cards (only one I can think of that makes sense is BOMB), though if you already did it wouldn't hurt to have an alternate option.
You haven't really changed much of what you kept from the original. The biggest problem with this section is lack of content - it is quite small compared to most major sections, it has no quests or characters that are focused on it: it has been totally subsumed by the Brotherhood. As it currently stands, it would be more appropriate to have it as a subsection of Nexus, or vice versa, considering their proximity and the fact that it now exists totally in service of the Hidden Brothers and not much else so far as I can tell. I would definitely recommend adding more content here. Also, it doesn't really make any sense at all for Nexus to be a separate section, these two should be spliced together. But big takeaway: the Watchers themselves need some kind of content and characterization aside from serving as set dressing for the Brotherhood whackjobs who currently occupy Nexus. There certainly needs to be a few quests, as like I said it currently exists just for the Unseen Brothers when previously it was THE major location.
Lone Mesa: I very much like the treatment here - after all, it's mostly adaptations of my ideas! If anything, I'd say that the stuff that's taken from my concept (the 'hard' plot) could stand to be cut down a teensy bit, in favor of more 'human interest' stuff, which I feel is probably the most lacking element here. This is of course a particularly robotic and militaristic depiction of the brotherhood, but more low-grade nitty-gritty stuff that illustrates the themes of the 'hard' story on small scale is warranted. There should be at least one quest that isn't directly tied to the 'hard' story. Sort of similar to Nexus.
Scorpion's Bite: They're fine, but... sort of lacking in substance. As it stands now they're basically just a group of raiders with a slightly elaborated aesthetic, no real substance, they exist purely to give the players access to a cannon. Something more is warranted. Human touch, present day power dynamics, quests.
Glyphers: Above times a million. It's even more exasperated by the fact that the Glyphers are mentioned nowhere else in the PDF. They exist as an island unto themselves, except they're an island with absolutely no quest or content. They definitely need more. Arguably you could say they should just be cut entirely, though this is not my preference.
Moriarty: Sort of encapsulates my problems with the last two sections. There's nothing going on really. These all just feel like worldbuilding elements without any real content. There's nothing going on here, the only connection between any of these things and the outside world so far as I can see are the Scorpion's Bite in Vault 29 that want to join the Horde, and Quartz.
As to the specific content of Moriarty - the concept and description for Project Darwin is interesting, but it feels sort of out of place. Further, it just feels like sort of a crib and stepping on the toes of Rebirth - the two are superficially quite similar, so it feels really weird to have them in the same state. It feels like in your time honored tradition of drawing inspiration from Wasteland, you just sort of shoehorned this in.
As to Red Dawn- Really not a fan of this one. It stray too close to the "epic gommunism" stuff I've discussed in the past as not liking in a lot of Fallout settings. Feels fan ficcy, and just shoehorning a pop culture reference in and by the contrived coincidence of names (Red Dawn Red Okie, I know you explained it but it's contrived). Serves no narrative purpose and is ultimately irrelevant. This is exasperated by the lack of any human substance or content from the locals.
I like the Red Okie Horde quite a bit, they're a really great raider faction. But again, lack of connections, quests, or human substance. Just a place.
Scaven-Pickers: Actually love these boys. Was never aware of them before, but I think they're pretty cool. In fact, considering they're people who have gone a little whackadoo from RadAway and Rad-X, I think this dovetails nicely with my desire to have a writeup of the Cheyenne Mountain wasteland: have them be the inhabitants of that entire scarred territory, raiding slaves from Colorado to sell to the south. Still, could definitely use more substance.
3) No that's crazy it's still great.