Hello my fellow Fallout fans on NMA,
In my spare time I have been working on a couple of fan ideas for Fallout such as concepts for groups, locations, storylines, that sort of things.
But unfortunately I keep running into writers' block from occasion to occasion because of my lack of knowledge on the field of Americana, concepts from the golden age of science fiction pulp, sometimes geography, and several other subjects.
Now I would like to ask the people on this forum if they have any ideas or suggestions for interesting groups, locations, storylines etc that have not appeared in Fallout before, or perhaps have been barely mentioned.
If you want, I will mention your username or real name when I see something I like and write down in my current design document.
Here are some of the details of what I exactly am looking for.
Interesting locations or places to visit.
In general it is not that hard to come up with general settlements in the Fallout setting, but more interesting places are sometimes trickier.
Especially Van Buren had tons of very imaginative places I would have loved to visit such as Hoover Dam, the Grand Canyon after it was ruined by mining, Burnham Springs, The Reservation, The Nursery, Ouroboros, Twin Mothers, Boulder Dome, Jericho, Bloomfield Space Port, B.O.M.B.001.
So far Helios One in Fallout New Vegas also sounds very interesting; a Pre War experimental solar energy station that is equipped with a powerful laser named Archimedes 2.
I am looking for such sort places, preferably something that is based on something real and slightly warped to fit the Fallout setting better.
Government projects, experimental power plants, such sort things.
One of the problems I have been running into is coming up with fun names for raider groups or the various trading caravan houses.
Coming up with a raider group concept or a caravan company isn't such a problem, giving them a good name, that is somewhat hard.
I also would like to hear from people interesting ideas for unique groups or factions.
These would differ from settlements or groups such as raiders as they pursue a certain ideology or idea.
Some examples of interesting groups or factions are as follows;
The Brotherhood of Steel
The Circle of Steel
The Followers of the Apocalypse
The Unity/The Children of the Cathedral
The Children of the Wasteland
The Reavers
The Church of the Lost
Try to think something along those lines.
I have written summaries of previous Fallout games, both released and canceled titles, with the exception of Fallout Extreme, Bethesda's Fallout 3, and Fallout New Vegas.
Fallout Extreme is in my opinion just terrible and I think it is a good thing it was never made.
I do not consider Bethesda's Fallout 3 canon as its plot is basically a rehash of Fallout 1 and 2 with some terrible subplots and quests added by the Bethesda writers.
The same goes for the Fallout 3 DLCs, especially Mothership Zeta.
There is no information yet on what Fallout New Vegas is about so I can not add that one yet.
I have put all of these here with the hope that it might lead to some inspiration, but please do not copy any of it or parts of it.
The last thing I want is repeat of previous ideas that have already been used before.
So please no “The Super Mutants are strong again” or “The Enclave has rebuilt” kind of storylines.
Both factions/groups were the threats in the previous Fallout stories, I don't want them back again.
At best they are an element within the concept; a group of Super Mutants or left over Enclave forces, but not the focus.
Rather I would like people to think outside the 'box', do something new or different.
Fallout 1
Before the War the West Tek corporation on contract of the US government starts the Pan Immunity Virion project and creates FEV1 and later FEV2 which could possibly create super soldiers
Decades after the War a group of explorers searched for the source of mutant animals, they discover the military base and a man named Richard Grey is accidentally exposed to FEV, turning him in time in a mutant genius named the Master.
The Master believes man needs to evolve in order to overcome its own nature and the harshness of the wasteland caused by the War, for this goal he creates the Unity and convinced a post war cult called the Children of the Cathedral to serve him as his eyes and ears.
In secrecy the most suitable members of the cult as well as kidnapped people are turned into Super Mutants, footsoldiers for the Master's army and what he believes to be humanity's evolved form.
The Unity is almost barely stopped by a hero called the Vault Dweller.
The Master is assassinated/commits suicide, and the FEV vats are permanently destroyed.
Fallout 2
The Enclave, the descendants of a secret government and their followers within the US government managed to survive the War by taking shelter on the Poseidon Oil Rig which also serves as a nuclear shelter.
From this location they monitor the Vault survival shelters and the social experiments that are carried out within their walls while preparing for the day to return to the mainland and rebuild the United States.
When scout teams report the presence of mutated life, including mutated humans, the leaders of the Enclave fear that all humans on the continents in the world are mutated far beyond the human norm and are impure.
Not having the man power for a conventional military campaign the Enclave instead resorts to bio warfare.
Its scientists have modified a strain of FEV and have made it lethal to any humans that are slightly mutated and that aren't inoculated.
The Enclave is only barely stopped by the Chosen One, the hero of the village of Arroyo who came to the Poseidon Oil Rig to save his fellow tribe people and the Vault Dwellers from Vault 13.
The president of the Enclave, his top agent agent Horrigan, and most of the Enclave are destroyed when the Poseidon Oil Rig self destructs, leaving only scattered remnants of Enclave personnel in the wasteland.
Van Buren/Fallout 3
Decades after the Chosen One saved the wasteland from the Enclave, the New California Republic is suffering from a prolonged war with the Brotherhood of Steel while suffering from internal corruption and economic depression.
Professor Presper, the scientific adviser of the NCR president blames the corruption of caravan houses and Brahmin ranchers for the inevitable collapse of the NCR and he wishes to start over again with his selected people.
Presper finds like minded spirits in Coleridge and his NCR soldiers who will provide military muscle while Presper seeks for a method to cleanse the wasteland of the filth that currently occupies it.
From records Presper learns of Limit 115, the New Plague or the so called Blue Flu, the disease that was ravaging the world before the War, and he also learns about ODYSSEUS and the B.O.M.B.001 orbital missile platform.
Presper sends people he finds suitable for his new world order to a distant scientific installation called Boulder Dome that could serve as a nuclear fallout shelter.
There they would be put in cryogenic hibernation and Presper can use CODE to make these people accept his ideas and vision.
The professor's plan now is to spread Limit 115 across the region where Tibbet's Facility is located, waking up ODYSSEUS and having it try to round up the infected people.
If the computer would determine if the disease has spread to far it will send activation codes to still armed nuclear missile sites such as B.O.M.B.001.
Presper plans to be on board the station and fire the missiles at locations of his choosing, eliminating the rabble that is preventing the rebirth of civilization.
Presper and his ally Coleridge and his men are stopped by the Prisoner, one of the people that was infected with Limit 115 but who managed to escape Tibbet's Facility.
The Prisoner discovered Presper's plan but during his journey stopped the decline of the NCR, established a peace treaty between the NCR and the BOS, set works in motion to develop a cure for Limit 115, and put civilization back on track again.
Fallout Tactics
A Pre War super computer installed in Vault Zero 'wakes' up a century after the nuclear war when Super Mutants enter the facility.
The Calculator, damaged by the lack of back up systems and corrupted donor brains determines that all life is mutated and needs to be sterilized before it can start rebuilding civilization again as it was instructed.
It activates an army of pacification robots that it sends out into the wasteland to eliminate life wherever they can find it while reclaiming factories and other facilities the Calculator can use to increase its forces' numbers.
Mutants and raiders are driven East where they run into the Mid West Brotherhood, a splinter group of the West Coast Brotherhood of Steel.
Seeking to unite with their West Coast brethren, the Mid West Brotherhood moves West wards, eliminating hostiles while absorbing settlement after settlement, increasing their ranks with humans, Ghouls, Super Mutants etc.
At some point they run into the Calculator's army, and a war starts between both super powers.
The Brotherhood seeks to stop the Calculator's genocidal mission and several of its factories are taken out.
In the end a group of paladins led by a hero named the Warrior manages to enter the Calculator's inner sanctum and take out its defenses.
The Warrior is left with the decision to merge with the Calculator, fixing it in the process or let it shut down permanently.
Fallout Tactics 2
Very little information.
We know that the Mid West Brotherhood would had to take on a mutant and sentient jungle that was the result of a damaged GECK.
The mutant jungle saw humans as carriers and fertilizer.
Fallout Brotherhood of Steel.
Several decades after the events of Fallout 1, a remnant of the Super Mutant army led by a former lieutenant named Attis travels to Texas in search of a secret that could possibly restore the Super Mutants back to strength.
A Brotherhood force led by general Rhombus pursues the Super Mutants, but after setting up a base of operations looses track of them.
When Rhombus and several other paladins disappear while searching for the Super Mutant army to determine their goal, several initiates are given the mission to track down the missing paladins as part of their initiation into the Brotherhood.
The initiates visit the town of Carbon, and after eliminating the raider force threatening it gain information that leads them to the Ghoul city of Los.
There the initiates eliminate the technology hating Church of the Lost, and assassinate its founder and leader Blake while freeing Rhombus from the Church.
Rhombus instructs the initiates to search for a hidden Vault underneath Los which the Super Mutants are looking for.
This Vault contains a secret the Super Mutants want and the initiates must prevent them from getting it.
When confronting Attis he reveals to the initiates that the scientists in this Vault were performing research on curing tissue and genetic damage caused by mutation and radiation.
Attis hopes that the treatment can fix Super Mutant sterility, allowing Super Mutants finally to reproduce and build up numbers to take over the world.
The treatment proves to be ineffective and instead mutates Attis into a rapid expanding blob that now seeks to absorb all life into itself.
The initiates prevent this by destroying the Vault by activating a nuclear weapon that was placed in the Vault as a precaution.
Fallout Brotherhood of Steel 2: Vagrant Lands
A man named Miles Reese wants to destroy the Brotherhood of Steel and create a new Eden on Earth; a world without humans.
He has learned about about the Garden of Eden Construction Kit and has stolen the prototype from the Nursery.
Heading to the south of Texas to set up a base there he starts working on modifying the GECK prototype for his goal.
Later Reese also allies himself with a raider group called the Jackals which he instructs to raid the Brotherhood of Steel for their technology, weakening the BOS while Reese prepares to execute his plan.
Unknown to the Jackals they are all infected with an organic bomb which Reese plans to detonate to destroy the Jackals and all technology around them.
The Brotherhood in Texas discovers Reese's activity and a group of paladins with amongst them several new initiates are sent out to investigate what is going on.
The group is overtaken by a heavily armed Jackal force who kill most of the paladins and strip them of their equipment.
The initiates survive thanks to the help of Harold and pursue the Jackals across the Texas region, visiting various locations such as a truck stop, Lubbock, Lone Star, Fort Worth, Austin, and the Alamo.
During this journey they assist various factions or oppose them such as the Lawmen, the Ghoul Trading Caravan, Caesar's Legion, the Twisted Hairs, and the Super Mutants from Austin.
Inevitably they arrive at Corpus Christi Naval Air Station, now called The Corpse where Miles Reese has set up base.
His experiments with the GECK have radically altered the region, water of the Gulf now covers most of the city ruins and the base, and the base itself is covered by an organic shell that reaches above the water.
After dealing with one last group of Jackals the initiates enter the base through an underwater walk and one last time confront Super Mutants from Austin before taking on Reese himself who has been mutated through his work with the GECK, being able to merge with and control mutant plants.
The initiates defeat Reese and set the enhanced GECK to self destruct, destroying the base around it.
Try to think big, not just a single settlement or group is under threat of some thugs or raiders as a main plot.
I prefer to see something bigger than a Mad Max plot.
In my spare time I have been working on a couple of fan ideas for Fallout such as concepts for groups, locations, storylines, that sort of things.
But unfortunately I keep running into writers' block from occasion to occasion because of my lack of knowledge on the field of Americana, concepts from the golden age of science fiction pulp, sometimes geography, and several other subjects.
Now I would like to ask the people on this forum if they have any ideas or suggestions for interesting groups, locations, storylines etc that have not appeared in Fallout before, or perhaps have been barely mentioned.
If you want, I will mention your username or real name when I see something I like and write down in my current design document.
Here are some of the details of what I exactly am looking for.
Interesting locations or places to visit.
In general it is not that hard to come up with general settlements in the Fallout setting, but more interesting places are sometimes trickier.
Especially Van Buren had tons of very imaginative places I would have loved to visit such as Hoover Dam, the Grand Canyon after it was ruined by mining, Burnham Springs, The Reservation, The Nursery, Ouroboros, Twin Mothers, Boulder Dome, Jericho, Bloomfield Space Port, B.O.M.B.001.
So far Helios One in Fallout New Vegas also sounds very interesting; a Pre War experimental solar energy station that is equipped with a powerful laser named Archimedes 2.
I am looking for such sort places, preferably something that is based on something real and slightly warped to fit the Fallout setting better.
Government projects, experimental power plants, such sort things.
One of the problems I have been running into is coming up with fun names for raider groups or the various trading caravan houses.
Coming up with a raider group concept or a caravan company isn't such a problem, giving them a good name, that is somewhat hard.
I also would like to hear from people interesting ideas for unique groups or factions.
These would differ from settlements or groups such as raiders as they pursue a certain ideology or idea.
Some examples of interesting groups or factions are as follows;
The Brotherhood of Steel
The Circle of Steel
The Followers of the Apocalypse
The Unity/The Children of the Cathedral
The Children of the Wasteland
The Reavers
The Church of the Lost
Try to think something along those lines.
I have written summaries of previous Fallout games, both released and canceled titles, with the exception of Fallout Extreme, Bethesda's Fallout 3, and Fallout New Vegas.
Fallout Extreme is in my opinion just terrible and I think it is a good thing it was never made.
I do not consider Bethesda's Fallout 3 canon as its plot is basically a rehash of Fallout 1 and 2 with some terrible subplots and quests added by the Bethesda writers.
The same goes for the Fallout 3 DLCs, especially Mothership Zeta.
There is no information yet on what Fallout New Vegas is about so I can not add that one yet.
I have put all of these here with the hope that it might lead to some inspiration, but please do not copy any of it or parts of it.
The last thing I want is repeat of previous ideas that have already been used before.
So please no “The Super Mutants are strong again” or “The Enclave has rebuilt” kind of storylines.
Both factions/groups were the threats in the previous Fallout stories, I don't want them back again.
At best they are an element within the concept; a group of Super Mutants or left over Enclave forces, but not the focus.
Rather I would like people to think outside the 'box', do something new or different.
Fallout 1
Before the War the West Tek corporation on contract of the US government starts the Pan Immunity Virion project and creates FEV1 and later FEV2 which could possibly create super soldiers
Decades after the War a group of explorers searched for the source of mutant animals, they discover the military base and a man named Richard Grey is accidentally exposed to FEV, turning him in time in a mutant genius named the Master.
The Master believes man needs to evolve in order to overcome its own nature and the harshness of the wasteland caused by the War, for this goal he creates the Unity and convinced a post war cult called the Children of the Cathedral to serve him as his eyes and ears.
In secrecy the most suitable members of the cult as well as kidnapped people are turned into Super Mutants, footsoldiers for the Master's army and what he believes to be humanity's evolved form.
The Unity is almost barely stopped by a hero called the Vault Dweller.
The Master is assassinated/commits suicide, and the FEV vats are permanently destroyed.
Fallout 2
The Enclave, the descendants of a secret government and their followers within the US government managed to survive the War by taking shelter on the Poseidon Oil Rig which also serves as a nuclear shelter.
From this location they monitor the Vault survival shelters and the social experiments that are carried out within their walls while preparing for the day to return to the mainland and rebuild the United States.
When scout teams report the presence of mutated life, including mutated humans, the leaders of the Enclave fear that all humans on the continents in the world are mutated far beyond the human norm and are impure.
Not having the man power for a conventional military campaign the Enclave instead resorts to bio warfare.
Its scientists have modified a strain of FEV and have made it lethal to any humans that are slightly mutated and that aren't inoculated.
The Enclave is only barely stopped by the Chosen One, the hero of the village of Arroyo who came to the Poseidon Oil Rig to save his fellow tribe people and the Vault Dwellers from Vault 13.
The president of the Enclave, his top agent agent Horrigan, and most of the Enclave are destroyed when the Poseidon Oil Rig self destructs, leaving only scattered remnants of Enclave personnel in the wasteland.
Van Buren/Fallout 3
Decades after the Chosen One saved the wasteland from the Enclave, the New California Republic is suffering from a prolonged war with the Brotherhood of Steel while suffering from internal corruption and economic depression.
Professor Presper, the scientific adviser of the NCR president blames the corruption of caravan houses and Brahmin ranchers for the inevitable collapse of the NCR and he wishes to start over again with his selected people.
Presper finds like minded spirits in Coleridge and his NCR soldiers who will provide military muscle while Presper seeks for a method to cleanse the wasteland of the filth that currently occupies it.
From records Presper learns of Limit 115, the New Plague or the so called Blue Flu, the disease that was ravaging the world before the War, and he also learns about ODYSSEUS and the B.O.M.B.001 orbital missile platform.
Presper sends people he finds suitable for his new world order to a distant scientific installation called Boulder Dome that could serve as a nuclear fallout shelter.
There they would be put in cryogenic hibernation and Presper can use CODE to make these people accept his ideas and vision.
The professor's plan now is to spread Limit 115 across the region where Tibbet's Facility is located, waking up ODYSSEUS and having it try to round up the infected people.
If the computer would determine if the disease has spread to far it will send activation codes to still armed nuclear missile sites such as B.O.M.B.001.
Presper plans to be on board the station and fire the missiles at locations of his choosing, eliminating the rabble that is preventing the rebirth of civilization.
Presper and his ally Coleridge and his men are stopped by the Prisoner, one of the people that was infected with Limit 115 but who managed to escape Tibbet's Facility.
The Prisoner discovered Presper's plan but during his journey stopped the decline of the NCR, established a peace treaty between the NCR and the BOS, set works in motion to develop a cure for Limit 115, and put civilization back on track again.
Fallout Tactics
A Pre War super computer installed in Vault Zero 'wakes' up a century after the nuclear war when Super Mutants enter the facility.
The Calculator, damaged by the lack of back up systems and corrupted donor brains determines that all life is mutated and needs to be sterilized before it can start rebuilding civilization again as it was instructed.
It activates an army of pacification robots that it sends out into the wasteland to eliminate life wherever they can find it while reclaiming factories and other facilities the Calculator can use to increase its forces' numbers.
Mutants and raiders are driven East where they run into the Mid West Brotherhood, a splinter group of the West Coast Brotherhood of Steel.
Seeking to unite with their West Coast brethren, the Mid West Brotherhood moves West wards, eliminating hostiles while absorbing settlement after settlement, increasing their ranks with humans, Ghouls, Super Mutants etc.
At some point they run into the Calculator's army, and a war starts between both super powers.
The Brotherhood seeks to stop the Calculator's genocidal mission and several of its factories are taken out.
In the end a group of paladins led by a hero named the Warrior manages to enter the Calculator's inner sanctum and take out its defenses.
The Warrior is left with the decision to merge with the Calculator, fixing it in the process or let it shut down permanently.
Fallout Tactics 2
Very little information.
We know that the Mid West Brotherhood would had to take on a mutant and sentient jungle that was the result of a damaged GECK.
The mutant jungle saw humans as carriers and fertilizer.
Fallout Brotherhood of Steel.
Several decades after the events of Fallout 1, a remnant of the Super Mutant army led by a former lieutenant named Attis travels to Texas in search of a secret that could possibly restore the Super Mutants back to strength.
A Brotherhood force led by general Rhombus pursues the Super Mutants, but after setting up a base of operations looses track of them.
When Rhombus and several other paladins disappear while searching for the Super Mutant army to determine their goal, several initiates are given the mission to track down the missing paladins as part of their initiation into the Brotherhood.
The initiates visit the town of Carbon, and after eliminating the raider force threatening it gain information that leads them to the Ghoul city of Los.
There the initiates eliminate the technology hating Church of the Lost, and assassinate its founder and leader Blake while freeing Rhombus from the Church.
Rhombus instructs the initiates to search for a hidden Vault underneath Los which the Super Mutants are looking for.
This Vault contains a secret the Super Mutants want and the initiates must prevent them from getting it.
When confronting Attis he reveals to the initiates that the scientists in this Vault were performing research on curing tissue and genetic damage caused by mutation and radiation.
Attis hopes that the treatment can fix Super Mutant sterility, allowing Super Mutants finally to reproduce and build up numbers to take over the world.
The treatment proves to be ineffective and instead mutates Attis into a rapid expanding blob that now seeks to absorb all life into itself.
The initiates prevent this by destroying the Vault by activating a nuclear weapon that was placed in the Vault as a precaution.
Fallout Brotherhood of Steel 2: Vagrant Lands
A man named Miles Reese wants to destroy the Brotherhood of Steel and create a new Eden on Earth; a world without humans.
He has learned about about the Garden of Eden Construction Kit and has stolen the prototype from the Nursery.
Heading to the south of Texas to set up a base there he starts working on modifying the GECK prototype for his goal.
Later Reese also allies himself with a raider group called the Jackals which he instructs to raid the Brotherhood of Steel for their technology, weakening the BOS while Reese prepares to execute his plan.
Unknown to the Jackals they are all infected with an organic bomb which Reese plans to detonate to destroy the Jackals and all technology around them.
The Brotherhood in Texas discovers Reese's activity and a group of paladins with amongst them several new initiates are sent out to investigate what is going on.
The group is overtaken by a heavily armed Jackal force who kill most of the paladins and strip them of their equipment.
The initiates survive thanks to the help of Harold and pursue the Jackals across the Texas region, visiting various locations such as a truck stop, Lubbock, Lone Star, Fort Worth, Austin, and the Alamo.
During this journey they assist various factions or oppose them such as the Lawmen, the Ghoul Trading Caravan, Caesar's Legion, the Twisted Hairs, and the Super Mutants from Austin.
Inevitably they arrive at Corpus Christi Naval Air Station, now called The Corpse where Miles Reese has set up base.
His experiments with the GECK have radically altered the region, water of the Gulf now covers most of the city ruins and the base, and the base itself is covered by an organic shell that reaches above the water.
After dealing with one last group of Jackals the initiates enter the base through an underwater walk and one last time confront Super Mutants from Austin before taking on Reese himself who has been mutated through his work with the GECK, being able to merge with and control mutant plants.
The initiates defeat Reese and set the enhanced GECK to self destruct, destroying the base around it.
Try to think big, not just a single settlement or group is under threat of some thugs or raiders as a main plot.
I prefer to see something bigger than a Mad Max plot.