Any creative roleplayers out there?

Possibly already done, but how about a "Ignore The Strip" run? Basically refuse to enter the Strip, completely ignoring the main quest after you confront the Khans at Boulder City , and simply doing Side Quests. This will keep you from getting things like the Remnant Power Armor, as well as certain side quests that require The Strip.
 
This will keep you from getting things like the Remnant Power Armor, as well as certain side quests that require The Strip.

I think you can still get the Remnant's armor though, a suit of it is in the deathclaw area down the river from the dam.
 
How can it even be a run? How would you even end the game?
Ok, it could be a "Strip at Last Minute" run, where you see how long you can resist the temptation to visit The Strip.

Or, you know, the game DOESNT end.
 
So it's not a run, unless you make it an Iron man run where death is definite. Sounds kind of a borinf idea to me, just meandering, missing out on some of the best quests until you just die to a random deathclaw.
 
How can it even be a run? How would you even end the game?
Ok, it could be a "Strip at Last Minute" run, where you see how long you can resist the temptation to visit The Strip.

I tend to put this off until mid to late game anyway. There are so many side quests in Outer Vegas that direct you to other side quests that send you to a new area with some unexplored location in which are a bunch of other side quests, etc...

Besides, once my Couriers figure out they can play a central role in shaping the Mojave's future, the allure of side quests and exploration vanishes. After the Platinum Chip is recovered, I feel a sense of urgency, regardless of which side I'm playing for, and become less interested in anything that doesn't relate to the project of preparing for Hoover Dam. I'll probably pick up a few side quests along the way (usually ones that involve hurting either the Legion or the NCR or both), but for the most part remain focused on powering through the Main Quest.
 
Anyone ever try to play through any Fallout game where you set your own rule of "Once you die the first time in the game, that game must be over. No reloading old saves, nothing".

Makes you really think about your choices and actions. Also makes you use the sneak skill a bit more.

However if you want a real challenge, try this on Hardcore mode in NV.
 
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Ironman Runs were actually a big thing for awhile-- no loading at all except when you start playing, no saving except for insurance vs. crashes or at the end of a play session, and when you're dead you're dead. They're actually a lot tougher in F2 than in Hardcore New Vegas because of the crazy enemy criticals and those verdammt Enclave patrols, imo.

I find the best way to do them in New Vegas is to stick to your roleplaying guns no matter what and to take chances. Refusing to fast-travel helps, too, though it can get pretty tedious. You end up getting some pretty good stories out of the game.

As to roleplaying the post-Vegas stages of the game, I do sometimes wish they'd included a non-kingmaking victory condition. As much as I enjoy the endgame questlines for each faction and laud Obsidian for not opting for the typical "you're saving the world whether you like it or not" RPG ending, there are just too many character types who wouldn't care to be involved with that level of intrigue, and the ones who would, as Mr. Trout says, probably have their eyes on the prize from the moment they discover what the prize actually is.

The roleplaying rationalizations I usually end up using are either "I'm just doing my job," in which case my character ends up completing the delivery for House simply because (s)he was contracted to and keeps taking his jobs (or those of whatever faction I decide to toss in with) because the money's good, or a variant of that where I conclude business with Benny (either for revenge or just to complete my delivery) and then just drift for a bit, but start to sympathize ideologically with (and take jobs from) one of the major factions more and more as they piece together a more complete perspective of what's going on in the Mojave. Even then, the rationale isn't "I shall take up the banner for the cause!" as much as "These guys seem to have the right idea, and the pay's good too."

Either way, the character isn't exactly a paragon of political ambition, and is free to range as they please and complete jobs with whatever level of urgency they feel is appropriate.
 
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I've had a lot of fun with my latest character - a cold-blooded mercenary, who is not necessarily a bad person, but who is willing to get his/her hands dirty, so long as it pays.

- Gender: Your choice, but a male character may suit the role a bit better.
- Race: Any
- Appearance: Preferably a rough, "tough guy/girl" look. About middle aged.
- Tag skills: Barter, Guns, Sneak. (You can swap Guns for Energy Weapons if you like)
- SPECIAL: High Agility and Perception, low Charisma.
- Traits: Optional, but Built to Destroy or Kamikaze suit the role well.

Basically, the idea of the character is to be a highly skilled and experienced gun for hire, or mercenary if you like. Keep your Karma around neutral most of the time, as you will kill if there's a paycheck in it, but you are still rational, not a complete sociopath.

Side with the people who offer the best rewards. Your only interest is money and personal gain. Ultimately siding with Mr. House fits the role perfectly. When someone offers you work, always ask about the pay first, and use your Barter skill to gain maximum rewards. Do not aid the Followers, as they offer you very little in terms of personal gain.

Guests you definitely should do:
- Three Card Bounty - Self explanatory. The perfect guest for a hired gun.
- Run Goodsprings Run - You can do the guest in Ringo's favor, but doing it for Joe Cobb gives you access to other profitable guests.
- Pheeble Will - Perform a contract hit on Heck Gunderson and his son. Use your barter skill for the maximum reward.
- There Stands The Grass
- Bleed Me Dry
- The Moon Comes Over The Tower
- You Can Depend On Me
- That Lucky Old Sun

Conventional firearms, especially rifles, are your best bet at getting the job done (though you can use energy weapons if you prefer). Use your Sneak skill to take down your targets before they even realize you're there.

You can also set secondary goals for your character, like collecting every snow globe, or becoming as wealthy as you possibly can. It's a fun character type with a lot of variability.
 
I actually made this character specifically for playing through the Honest Hearts expansion, which is my favourite part of Fallout: New Vegas. I found inspiration for developing his personality and background after watching Up (2009), because I immediately took a liking to Carl's character.

Silas Eliades

Race: Ghoul
Gender: Male
Nationality: Greek American
Alignment: Neutral Good
Origins: Bakersfield/Vault 12/Necropolis
Personality: Grumpy Old Man
Status: Alive (Drifting)

Strength: 5
Perception: 6
Endurance: 6
Charisma: 5
Intelligence: 8
Agility: 5
Luck: 5

Tag Skills
Guns
Sneak
Survival

Before the Great War, Silas and his wife were librarians at a public school in Bakersfield. A quiet and reserved man, he often found comfort in the solitude and rugged beauty of the surrounding deserts, where fox hunting was his favourite pastime, while his wife ran a popular book club. Together, he and his wife were more than content with one another and their lives. It wouldn't last, however.

When the sirens in Bakersfield first sounded in 2077, and the Vault 12 doors were discovered to have never been completely sealed, the two of them (as did so many others) forced their way into the shelter, abandoning the idyllic desert life they made for themselves in exchange for the cold steel walls that promised them safety from the nuclear fire that began raining down across America.

Even when the dust settled on the surface, Vault 12 was still not safe; radiation seeped into its walls and eventually transformed its residents into history's first generation of ghouls, if they were not killed by it. Silas' wife succumbed to the radiation sickness, however, and died as peacefully as the Vault's doctors could possibly allow with the limited medicines available, her husband beside her long after she passed. In retrospect, Silas has always believed that it was a better fate for her to die with dignity, than to continue living as a ghoul.

Though not embittered by the loss of his wife, Silas retreated further into himself more so than before, although he still dedicated himself to the safety and welbeing of the newly founded Necropolis; given his background as a librarian, he was not surprised to find himself with the given role of one the Vault's archivists and guardians. However, when an unstable and often violent resident of Necropolis, known by many as Set, suddenly overthrew the Overseer and banished him and his supporters, Silas quickly became disillusioned with the sinister direction Necropolis was taking, and eventually disappeared from the city overnight.

Months passed, and Silas eventually carved a niche for himself in the Wasteland as both a hunter and prospector, even providing his services as an educator (teaching people how to write, write, and count) for the remote villages and tribes he encountered in his travels; he always refused incentive for his services, and came to resent those who only (conveniently) acted out of kindness in exchange for a reward.

To this day, Silas still wears his wedding ring as a reminder of the woman he loved so dearly. Needless to say, letting go of the past is not an option for Silas.

As of Fallout: New Vegas, Silas was making his way to the Mojave upon hearing of the Happy Trails Caravan Company's advertisment for an experienced caravan guard to accompany them on a trek to New Canaan.
 
Currently playing a Frumentarii disguised as a Snake Oil salesman (courtesy of the Alternative Start mod). He like Ulysses is a unconventional Frumentarii, altho in different ways, mostly being focused on talking his way into and out of situations. He doesn't try too overtly hostile or "evil" actions, mostly working around quests for things that would benefit the Legion later, like helping Goodsprings fend off the Powder Gangers (altho right after just shooting Cobb first chance he got) he also helped the NCR retake the Prison but allowed a lot of the soldiers to die in the mission, effectively weakenning both factions considerably. He doesn't take any interest in interacting with Boone or helping Novac at all, as it is too close to NCR patrol lines. He breaks into Manny's room and find out the location of the Khans that stole the chip. And that's how far I have gotten.

I don't know how could I play Lonesome Road without just pretending I am having no conversations with Ulysses or jsut pretending he is insane or talking about completely different things. I might have to just ignore the DLC altogether.
 
I decided to go back to an old favorite:

Name: I chose Claire Williams
Race: Caucasian Cyborg (I have a trait mod that expands the number of traits that I can choose from, and the traits I can have, Cyborg is one of the modded traits)
Tagged Skills: Energy Weapons, Science, Speech, will get tagged perk for Melee combat knives.
Traits: Cyborg, Built to Destroy, Skilled, Strange Luck (same mod as Cyborg)

S-5 (7 end game), P-6, E-7/8 possible, C-3, I-6, A-6, L-7, but maybe 9 with strange luck.

Bio: Claire Williams was born in a Brotherhood chapter in the Western part of what was the US. She was born to a paladin father and scribe mother, both well-respected in the Brotherhood. She always quietly questioned the motivation of the Brotherhood in holding taking advanced old-world technology and doing nothing with it, at least until she was fourteen. At that age, she was practicing with a grenade that somehow bounced off the back wall of the range and blew up near her. She was lucky to have not been killed by the blast itself, but nearly died from the internal damage. It took cybernetic "enhancments" to save her life. Ever since she had been openly critical of the Brotherhood, always questioning orders that were given to the paladins (specifically her father). This got her and her family in trouble, and she got in trouble with her father. During her late teen years, she became friends with a woman Named Jayla, an African American woman wanting to be a scribe. The two grew close as Jayla agreed with Claire's critical attitude towards the Brotherhood's mission. When Jayla and Claire finished their education, Jayla became a Scribe, and Claire (reluctantly) joined the knights, likely as a punishment from the Elder. She also started a romantic relationship with Jayla. That relationship ended when Claire's father caught them "in the moment." Claire killed her father, stole a stealthboy her lover was working on, and fled.

Since that time, Claire had a couple of jobs. She spent much of her time using her cybernetics as a bounty hunter, always getting the job done and moving on before the Brotherhood found her (though they were never really hunting her). She also left that job to become a courier, beginning with a delivery to a place called Hopeville. She enjoyed the job and kept up with it, until she was ambushed by some scumbags near Goodsprings in the Mojave...

For RP, I plan to be working with the Brotherhood in the Mojave, then turn around and kill them all post-Lonesome Road, Reroute power to Freeside and Westside to avoid the Brotherhood finding and taking it for its laser-purpose, Destroy Elijah in DM, Mobius and the Think Tank in OWB, as well as no nuke in LR. Other than that, unsure. IT all depends on the renegade mindset, and what fits that RP.
 
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*Ahem* Definitely not inspired by Veronica

I know you are joking. The idea did come somewhat from Veronica, Except that Claire is more violent. Apt to solve her problems with a laser rifle or pistol blast as with her words. Usually a good punch to the face makes people scared if she throws all her weight into the punch. If she was around when Elijah wanted to stop at Helios One, she would have punched him and threatened to toss him off the top of the plant.
 
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Uhmm Veronica likes punching people, and she is not that much of a diplomat, you just described Veronica.
 
Just drop it all of you.

I personally create a backstory, and no matter what the "inspiration" is. The person has their own motivations for what they do.

I currently have an energy-weapons courier whose parents were former BoS. She has a temper, and is liable to shoot anyone who ticks her off.
 
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My current courier:

Name: Kayleigh (Caucasian)
SPECIAL: S-5, P-6, Endurance-7, C-3, I-45, A-6, L-8 (10 with Strange Luck from a mod)
Tagged Skills: She is a skilled sharpshooter preferring the regular guns to energy weapons. She is also a stealthy and good with cooking food. She will not have any points put into energy weapons, science and medicine (except for natural bonuses from SPECIAL)
Story: She was born and raised in the Oregon Wasteland. Her parents were killed by BoS knights for some reason or another. She was then forced to raise her little sister Rebecca, and took a job as a bounty hunter to do so. She sharpened her skills as a sharpshooter and in stealth. She and her sister worked together, with her doing much of the fighting, and Rebecca being the techie. One day Rebecca decided to split with her sister and left. Kayleigh took on the courier work in order to look for her sister, to check in on her, ending up with a job to take a chip to the city of New Vegas.
 
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I got bored of my last few characters, so created as new concept. A tribal girl, good at hunting/melee, sneak and survival. Not good at anything techy and is a bit socially awkward. Also like collecting toys.
 
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