Not trying to step on your toes, but a couple of points:
Oppen said:
For Fallout 1:
- Recruit Ian, he survives.
This is debatable. Originally, Fallout 2 was supposed to include Ian, or at least an old man who
said he was, and the Fallout 2 Restoration Project has restored him to the game. However, even though he seems to know what he's talking about, there's no way of confirming his identity, and the Vault Dweller's Memoirs in the F2 manual have him falling to a flamer-wielding mutant at the Necropolis watershed.
Pick Bloody Mess trait, since you kill the Overseer at the end of the game.
Not so. As per conversations with the Overseer in F2, The Overseer that exiled the Vault Dweller is eventually deposed by the remaining V13 dwellers after some of what he's done comes to light. To hold to canon, you'll want to avoid Bloody Mess (or "berserker" status, or incredibly low karma-- not likely during an attempted canon playthrough, but mentioned for the sake of completeness)
- I THINK you must kill the Lieutenant by yourself, but detonate the nuke for the Master instead of fighting him directly.
There's no canon source as to the fate of the Lieutenant except that he died with the Vats. You don't necessarily have to engage him directly. As to the Master, they left the means of his demise deliberately vague, but the Vault Dweller is illustrated in the Memoirs as facing him down with some rather heavy weaponry, likely a Plasma rifle. Of course, he's also in his vault suit in that picture, so take this with a grain of salt.
- I believe you kill Seth.
Seth survives, and goes on to found the NCR rangers. If you meant Set, the ghoul leader, the Vault Dweller left him alive, too, but the Memoirs have Necropolis wasted by mutants, which means he takes a dirtnap with the rest of them.
Aside from that, what Oppen said stands. If you're taking the memoirs in the Fallout 2 manual as canon, your F1 playthrough is going to look like this:
*It is all but explicit that the Vault Dweller is male.
*The V13 -> Shady Sands -> V15 leg of the journey happens pretty much as standard. Make sure you recruit Ian the first time you're in town.
*The manual says that the Dweller has some problems with the raiders after leaving V15, but also that they plagued the Shady Sands tribe for several years afterward, and the V15 raiders in Fallout 2 confirm that the raiders were smashed. This suggests that you either don't eliminate the raiders during your playthrough, or that you come back and slaughter them all closer to the end.
*Junktown, logically, comes next. It's hinted at that you eliminate Gizmo. Dogmeat is explicitly recruited, but Tycho isn't mentioned.
*Next stop: The Hub. Don't rescue the BOS initiate (or have many dealings with the underground) until you come back later. Hire the water merchants to bring water to your vault. Find "a small clue" that leads you to Necropolis-- IIRC, that could mean purchasing the Vault Locations holodisk or listening intently to the dialogue at the caravan houses.
*Supposedly, Ian falls to the Flamer mutie outside the watershed (but see above). Fix Necropolis' pump and leave them alive, either way. Turn in the chip, of course.
*Return to the Hub, and this time you get involved with the underworld and rescue the initiate.
*After that, go to the Brotherhood, undertake the Glow quest, and complete it. Explore both places to your heart's content-- nothing contradicts it. The memoirs allow for you receiving the info you need to talk the Master to death here, but they don't confirm or deny it solidly.
*Next, head back to Necropolis ("to see some old friends," according to the memoirs). Necropolis should be in ruins, so you should try to time it so that the visit is after March 25, 2162.
*From there, The Boneyard. Do what you like here, though NV establishes that the Followers of the Apocalypse survive (which won't be reflected in the ending you get-- it's a bug. They're pretty much doomed, but don't believe everything Ron Perlman says
).
*Next, The Cathedral. Don't kill your way through-- sneak down disguised in CoC robes. (The Memoirs state that he killed someone for their robes, but stealth kills in F1 are pretty wonky, so you may have to bend the rules here).
*You do come Face-to-face with The Master. How you want to deal with him is up to you. (Nothing stopping you from carrying a suit of Power Armor and a Turbo Plas Rifle under those robes. Maybe you were a particularly lumpy cultist?)
*It is suggested, but not stated, that the Dweller stopped off at the Brotherhood again here.
*From there, head to the base. It's all but confirmed that he stormed the base the messy way. "Invading the Vats, I came across more mutants and robots. None could stand in my way. I had a mission. I had a goal. I had a really large gun."
*As stated, Dogmeat loses his life to a forcefield here.
The end. Jacoren (The Overseer) survives.
Fallout 2:
Far less to go on, here, and I'm sure I'm going to miss some.
*As Oppen says, Marcus and Cassidy are recruited and must survive, though only Marcus is confirmed as having been at the Rig. No other companions are confirmed or ruled out as having followed the Chosen One at any point.
*Since Cassidy joins you, it logically follows that you weren't a slaver. Since Marcus follows you, you probably didn't aid the anti-mutant faction in Broken Hills
*New Reno's a bit of a quandary. It's known for a fact that the Wrights and the Bishops survive, so no mowing either down. It's strongly implied that the ending where the Chosen One ends up fathering a child with one of the Bishop women is canon, but not explicitly confirmed. Hand the city over to whoever you like as long as their ending doesn't have them trashing all of Reno or completely eliminating the Wrights or the Bishops.
*You should side with NCR where possible, but don't hand Vault City over to Bishop or assassinate Westin-- in fact, as an exception to the last entry, becoming a made man for Bishop is probably impossible in canon. According to gospel, Westin and his "hands off Vault City" agenda win the day. He goes on to marry Lynette, so no massacring Vault City, no matter how tempting. They eventually join the NCR voluntarily.
*In line with the above, it's strongly suggested that you stop Bishop's mercenary "raiders" and complete the "Deliver Westin's holodisk to Lynette" quest line. (Bonus: there's nothing that said the Chosen One *didn't* become the captain of the VC Guards.)
*Gecko should be aided, not destroyed. The canon ending has their power plant being optimized
without them being taken over by Vault City, but I don't know if that's possible in-game.
*The Jet antidote is created by Dr. McClure in Vault City in canon, but not necessarily with your help.
*As Oppen says, it's suggested that you don't take out the Enclave at Navarro. A reference from one of the Enclave Remnants in NV implies that you sneak in using the "guard duty" ploy and that Sgt. Dornan catches you away from your post at least once.
*It's hinted at (but again, not confirmed) that you purchased the Highwayman. (As if you were going to ever consider otherwise...
)
Mmmyup. Might be a few gaps in it, but there it is.
Edit: Ninja'd by Langorous_Maiar. Forgot about Modoc. Just out of curiosity, Maiar, where did you find some of that stuff? Specifically Skynet and the Cyberdogs, Schreber and Xarn, and Granite?