This topic will probably get little or no responses because it weeds out "oh that'd be cool" kind of responses, but still...
If you were to be designing your own "post-nuclear" role-playing game set NOT in Fallout universe and decided that the game should be original enough not to be considered Fallout 'clone' - what cool un-Fallouty twists and ideas would you put in the game?
Feel free to post all kinds of crazy shit, and don't think too much about how it will all be incorporated in the gameplay (then again, people rarely do, hence akimbo pistols etc.) You are not designing a game, it's a brainstorm of cool ideas.
Some of mine:
- Firearms are actually used as clubs because there is no ammo around.
- Things that are valuable today (jewelry, money, electronics) are so useless no one will even buy them ($0 price), even though they are relatively easy to find (looting pre-war stores in local necropolis). Like you can find a case with 500,000 dollars in it, but it's completely useless.
- Not every mutant is a horrible freak. Some have superhuman attributes (not "mutant superpowers"!) that give them an edge in trying to adapt to the environment. They can be leaders or spiritual guides in place of their settlement, and will be highly sought-after by the women who want to have their child.
If you were to be designing your own "post-nuclear" role-playing game set NOT in Fallout universe and decided that the game should be original enough not to be considered Fallout 'clone' - what cool un-Fallouty twists and ideas would you put in the game?
Feel free to post all kinds of crazy shit, and don't think too much about how it will all be incorporated in the gameplay (then again, people rarely do, hence akimbo pistols etc.) You are not designing a game, it's a brainstorm of cool ideas.
Some of mine:
- Firearms are actually used as clubs because there is no ammo around.
- Things that are valuable today (jewelry, money, electronics) are so useless no one will even buy them ($0 price), even though they are relatively easy to find (looting pre-war stores in local necropolis). Like you can find a case with 500,000 dollars in it, but it's completely useless.
- Not every mutant is a horrible freak. Some have superhuman attributes (not "mutant superpowers"!) that give them an edge in trying to adapt to the environment. They can be leaders or spiritual guides in place of their settlement, and will be highly sought-after by the women who want to have their child.