Fallout Chapter 2- The Wastelands OCC-

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You know, I like the fact that you folks are taking a proprietary interest in teh story. That which you own you tend to care for.
 
Ah, the rule of thumb...

You do tend to love what you work for. Too bad the creator isn't here to play. Say, what did happen to Tsamrimn... Or whatever his name is.
 
Fell off the world indeed. The story was slow to start because he dropped out early but it had begun a bit slow with little interest. I have since taken over management for now.

I like the idea of a story about fallout that the players discover without being actually the fallout campaign.

SO that is the main constraint- you are to leave the fallout world the way a person playing the game would find it, or as a person playing the game would have left it. IN otherwords, our campaign will be criss-crossing the path of the actual vault dweller without ever really meeting him.

One could say that the Overseer sent out a few vaultdwellers to find the missing chip. We run into one at the boneyard who has been turned into a ghoul, remember. Our story is a bit like his. So the themes of this story or at least the goals are to explain the fallout world that a computer player would find, or explain what happened after the vault dweller leaves (such as the sacking of the Hub by the Mutant army).

The story is also an opportunity for players to play different types of characters than they normally would have played. We all tend to fall into character types. Try something different as a challenge.

This is about writing finally, so the better the writing the better the story. Good writing is usually done under some constraints. Consistent plot, interesting characters, a realistic world view and honest plot developments.

SO if I am editing posts, don't take it personally. This is about writing something good and keeping it consistent. I'll be keeping a regular eye on what happens. Rama said this is kind of free scripting, and it is. But free scripting up to a limit.

Most of all you should have fun with this. SO far pretty good. Let's maintain the momentum.
 
roger 8)


just warn us about where you edited something (or we might overlook it and continue refering to the thing that was editted out)
 
Ok, I made a few edits to Robs posts and a message to Rob, also to your post.

Remember, the most you are probably carrying is a main weapon, a sidearm and a knife. That should be about it. Inne, Rob and Sam would have more ammunition, but Rich is probably out.
 
my guns were stated in my charactersheet and i'll stick to em
(they fit with my past, yet are not to highlevel to be used now)

and for the ammo-part, i had 1 round left :wink:
 
Ok, quick fix here. We don't know beans about mutants. To do so would ruin Sam's story a bit. But it would also be consistent with fallout. Since the Mutants are a mysterious prescence until deep into the story, let's keep the mutants a bit of a secret. SO no FEV effects, no dip, none of that. PErhaps we will find out when we get to Necropolis.

SO if we find the owner of the boot, we don't necessarily recognize him as a mutant, but just a strange abnormality.

Cool?

Back story here- The boot does belong to a mutant. If Sam reclaims the boot she might bring it back to BOS so Vree can figure out what it is, thus the BOS begin to figure out the mutant problem. However, if not, we don't know about them as characters.

IN reality, the owner of the boot was overwelmed by rad scorpions and killed, then consumed. Other mutants came to find their lost partner to maintain the secret. They heard our gunfire and withdrew- better to stay a secret for now. It was these mutants that started the panic, but they will not be engaged at this point in the story.
 
Understood. We'll leave the mutants for Necropolis, since the muties were very clever in being hidden. BOS scouts did see them though. Remember Maxson's account.

Anyhow. They did use stealth boys so why not.

No muties!!!
 
WHat I am thinking is that Sam is one of the scouts who discovers the mutants, and is the one who brings back the evidence to Vree. Thus the story of Maxson's scouts might be resolved.

I am thinking that after the rad scorpions it's off to vault 15. But perhaps Vault 15 is more alive than when the vaultdweller finds it.

ALso I want to rebuild the story of junktown, perhaps making Gizmo a good guy. Ideally, Gizmo and Killian where, at one time, partners, as well as the owner of the hotel who came a bit later. Killian began with setting up a trading post. Gizmo joined to set up a casino and bar. However, to make it work they needed currency- the bottle caps.

The Hub merchants so this as an opportunity to expand their business interests, perhaps in the process removing both Killian and Gizmo in the long run, but make an alliance with Killian in the short round. Gizmo doubted the Hub merchants but Killian believes them. Gizmo's plan then is to (1) rid Junktown of the Hub presence, and (2) upset an alliance between Killian and the Hub merchants, perhaps by making both begin to doubt the other's motives.

The conclusion of this will be that Junktown has more autonomy when the Hub presence is removed. But Killian will be afraid and never leave his building and has created a police to protect the town. He will also be at war with Gizmo, and have the upper hand, with Gizmo limited to using the random assassins and the local gang.
 
Interesting and in many ways does sort of make sense. Gizmo is a pure business man after all. because when he does rule Junk Town, he makes it clean and nice and puts his big fat ass on anyone who upsets the peace.
 
euh rob, you got hit by a radscorpion (slashing open your chest) and your coughing up blood.

dont you think thats a bit over the top?

1) coughing up blood means either your lungs or your stomach got hit

2) slashing open your chest is sure to leave you poisoned. since the cut is so close to important organs, it's fairly sure a large dose of poison will quickly spread to your heart and other important organs.

anyhow it's pretty clear your survival will be hard to explain... unless you pull a "i'm immune to poison"-style thing, but i dont think the others would appreciate that...
(if so, please make a charactersheet (& inventory) to prevent you to invent other stuff as we get by. it hurts the story imho)

please try to find a good reason for your survival without throwing the probability of our story out of the window.

Note: these are my feelings about it and i dont know how the group feels about it. i dont have a lot to say about it of course since this is only my first RP.
 
brotherhood knight said:
rob quickly dug the spear into the creatures head but with it's final breath of life it sliced rob's chest leaveing a long bloody cut.
"wish i had my......combat......armour"said rob as he fell to the ground coughing up some blood.
rob struggled to get up from the ground he spat some blood out and then reloaded his rifle.as rob reloaded another rad scorpian pierced it's claw into rob's leg.
OOC-don't think this means my character is dead......

:roll:


anyhow doesnt matter anymore, welsh saved yer ass
 
to slice: to cut something easily with one long movement of a sharp knife or edge (into thin flat pieces)

extract from Longman Dictionary of Contemporary English

so in fact it's even worse than being cut :p

but as i said doesnt matter anymore thanks to welsh
 
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