underableedingsun
First time out of the vault

Hello All,
Been on this site quite a few times in the past years, first time actually posting anything(actually just became a member
Anyway, looking to run a Fallout Pen and Paper game sometime in the future. It likely won't be for some time (I am in the middle of a Pathfinder Campaign right now, and I've learned the hard way not to run 2 campaigns at once). I like to plan my games out in advance though, generally while running a current game. I've mostly only ran DND and Pathfinder, while running a little human occupied landfill and star wars in the past. I even ran a three session stint of fallout PNP with a few people, just a short. I have a pretty good completion rate of my campaigns, about 75%, which is really good in PNP.
Anyway, I have started putting together all my materials, which is basically pulling from the uncompleted Fallout PNP 3.0, the fallout SIMPLE system, JE Sawyers Fallout PNP 2.0, and Matthew Standley's revisions to PNP 2.0, along with some changes that I've made myself-some updates if you will. You can find my game so far here: http://www.obsidianportal.com/campaign/falloutbyunderableedingsun/wikis/main-page. The game will be ran online with map tools.
To make it easy the major changes I've made is:
1) Added an Athletics and Academics Skill and removed the gambling skill.
2) Revamped perks, everyone gains perks one level sooner than they used to. To make up for this I moved all perks so they could be gained at even number, if in the middle I usually moved them forward a level rather than back.
3) I added a few perks from current games that didn't seem OP.
4) Added a detection Derived Attribute, that will be used to spot mines and opposes the stealth skill.
5) Fixed some skill rules, such as added rules for where thrown weapons go on a miss, and some minor bonuses to highly successful skill checks (such as extra hp's on first aid) to continue on with the fallout idea that raising skills over 100 has real influence over what your character can do.
Some Changes I still want to make:
1) Sneak - revamp for lighting, distance and line of sight, facing. As is the sneak skill is opposed by a perception check, I have already changed that to an opposed detection.
2) Make facing rules. The game makes facing relevant, but there are no rules for facing. Should be pretty simple.
I think there were a few other things, but they aren't coming to mind right now.
As far as setting, I've been pretty heavily contemplating it, and I believe I'm going to run Van Buren. While lined out somewhat, its open and unplayed enough that whatever I make should still be fun without breaking storyline or immersion. It seems like a fun story and is just itching to be played out. I have found some info on it, so I have a basis, but nothing that sticks me to anything, giving me the freedom I desire as a GM.
Now, that's still up in the air, but it seems like the best idea. If I did Van Buren, the starting equipment section wouldn't matter. I think I will do Backgrounds instead, and offer small little bonuses based on that (Like leaving one square out of Splash radius on a successful hit, a slightly higher starting detection skill, etc.) as you start off as a prisoner.
Anyway thats where I'm at, so I'm just looking for the following:
1) Any advice on the Fallout PNP I am getting ready to run. I've made some decent overhauls, so if you have any advice I'd love to hear it. Never know how everything plays out till you try it, but I don't mind others inputs.
2) Does anyone know where a lot of info on Van Buren may be. Right now I'm using Fallout Wiki, which is great, just wondering if there is any other sources out there I should know about.
3) Does anyone have pre-written adventures? I swear I used to have a fair number but that was 2 or so computers ago. Now all I have is the one thats in the book.
4) Anything else that may or may not help.
5) If you have an interest in playing you can let me know too. I run online with Map Tools, though unlike with PF, I'm not stuck with map tools if something better comes along. The campaign is likely a year or so out, but my current game is kinda shaky (2 of four players seem to be flaky) so it may be sooner. I always run my campaigns on Sundays, usually bi-weekly, though sometimes I go weekly.
Thanks for any and all input.
Been on this site quite a few times in the past years, first time actually posting anything(actually just became a member

Anyway, looking to run a Fallout Pen and Paper game sometime in the future. It likely won't be for some time (I am in the middle of a Pathfinder Campaign right now, and I've learned the hard way not to run 2 campaigns at once). I like to plan my games out in advance though, generally while running a current game. I've mostly only ran DND and Pathfinder, while running a little human occupied landfill and star wars in the past. I even ran a three session stint of fallout PNP with a few people, just a short. I have a pretty good completion rate of my campaigns, about 75%, which is really good in PNP.
Anyway, I have started putting together all my materials, which is basically pulling from the uncompleted Fallout PNP 3.0, the fallout SIMPLE system, JE Sawyers Fallout PNP 2.0, and Matthew Standley's revisions to PNP 2.0, along with some changes that I've made myself-some updates if you will. You can find my game so far here: http://www.obsidianportal.com/campaign/falloutbyunderableedingsun/wikis/main-page. The game will be ran online with map tools.
To make it easy the major changes I've made is:
1) Added an Athletics and Academics Skill and removed the gambling skill.
2) Revamped perks, everyone gains perks one level sooner than they used to. To make up for this I moved all perks so they could be gained at even number, if in the middle I usually moved them forward a level rather than back.
3) I added a few perks from current games that didn't seem OP.
4) Added a detection Derived Attribute, that will be used to spot mines and opposes the stealth skill.
5) Fixed some skill rules, such as added rules for where thrown weapons go on a miss, and some minor bonuses to highly successful skill checks (such as extra hp's on first aid) to continue on with the fallout idea that raising skills over 100 has real influence over what your character can do.
Some Changes I still want to make:
1) Sneak - revamp for lighting, distance and line of sight, facing. As is the sneak skill is opposed by a perception check, I have already changed that to an opposed detection.
2) Make facing rules. The game makes facing relevant, but there are no rules for facing. Should be pretty simple.
I think there were a few other things, but they aren't coming to mind right now.
As far as setting, I've been pretty heavily contemplating it, and I believe I'm going to run Van Buren. While lined out somewhat, its open and unplayed enough that whatever I make should still be fun without breaking storyline or immersion. It seems like a fun story and is just itching to be played out. I have found some info on it, so I have a basis, but nothing that sticks me to anything, giving me the freedom I desire as a GM.
Now, that's still up in the air, but it seems like the best idea. If I did Van Buren, the starting equipment section wouldn't matter. I think I will do Backgrounds instead, and offer small little bonuses based on that (Like leaving one square out of Splash radius on a successful hit, a slightly higher starting detection skill, etc.) as you start off as a prisoner.
Anyway thats where I'm at, so I'm just looking for the following:
1) Any advice on the Fallout PNP I am getting ready to run. I've made some decent overhauls, so if you have any advice I'd love to hear it. Never know how everything plays out till you try it, but I don't mind others inputs.
2) Does anyone know where a lot of info on Van Buren may be. Right now I'm using Fallout Wiki, which is great, just wondering if there is any other sources out there I should know about.
3) Does anyone have pre-written adventures? I swear I used to have a fair number but that was 2 or so computers ago. Now all I have is the one thats in the book.
4) Anything else that may or may not help.
5) If you have an interest in playing you can let me know too. I run online with Map Tools, though unlike with PF, I'm not stuck with map tools if something better comes along. The campaign is likely a year or so out, but my current game is kinda shaky (2 of four players seem to be flaky) so it may be sooner. I always run my campaigns on Sundays, usually bi-weekly, though sometimes I go weekly.
Thanks for any and all input.