Rethinking the capital wasteland

The_Proletarian

Sonny, I Watched the Vault Bein' Built!
Staff member
Admin
The Enclave, the shadow government of the United States, relocated to the oil-rig shortly before the war. However politicians who were not part of the shadow government must have remained in DC. Do you think they managed to escape to underground vaults located under the congress? Also, what happened with all the staff at the Pentagon? Did they have plans for an emergency exit in case of nuclear war?

Washington DC would obviously be a prime target for Chinese missiles during the war. However it's located on the US east coast far away from China. The missiles would have to travel across all of the US mainland to reach their target and thus the US missile defence would have had a lot of time to take down the missiles. In that way maybe Washington could look as unhurt by nuclear fire as it did in Bethesda's attempt at doing Fallout in DC. I mean in Bethesda's game most of the iconic Washington buildings still stand even though they look a little bit decayed by time.

There must be 100s of threads already depicting a more credible version of a Fallout set in the capitol wasteland and if you remember some great ideas please post them here.

Let's say that this East Coast Fallout takes place in the year 2161, the same time as Fallout 1. What would it have been then?

Since black people constitute the majority ethnic group of DC there would probably be some all black shanty towns spread across the waste. There could be one big black "city" on each side of the river (east side/west side) in bitter rivalry. The whites who are wealthier would obviously have barricaded themselves in their suburb and it would look something like the Boneyard. So there's a huge potential for ethnic tension when resources are scarce. If you retain the idea of a Vault 101 then the player could be either black or white and that could have a huge impact on how people would perceive you before they get to know you. Either way the humanoid enemies that you encounter in the nuked ruins of DC would mostly have to be black thugs right? Because of demography.

Also, since there is no FEV there would probably need to be some other sort of humanoid mutants, except the ghouls of course. Also body horror elements like floaters, centaurs and other stuff would probably be there right?

Then remains the question of what happened to the politicians and the military staff of the Pentagon. The sinister plot that you uncover during the game would have to do something with the former US government since the game is set in Washington DC, after all. I don't say Envlave since they relocated to the oilrig before the war but there could be other US Government conspiracies that deeply effect the post-nuclear world.

Do you have any ideas?
 
The Enclave, the shadow government of the United States, relocated to the oil-rig shortly before the war. However politicians who were not part of the shadow government must have remained in DC. Do you think they managed to escape to underground vaults located under the congress? Also, what happened with all the staff at the Pentagon? Did they have plans for an emergency exit in case of nuclear war?

Washington DC would obviously be a prime target for Chinese missiles during the war. However it's located on the US east coast far away from China. The missiles would have to travel across all of the US mainland to reach their target and thus the US missile defence would have had a lot of time to take down the missiles. In that way maybe Washington could look as unhurt by nuclear fire as it did in Bethesda's attempt at doing Fallout in DC. I mean in Bethesda's game most of the iconic Washington buildings still stand even though they look a little bit decayed by time.

There must be 100s of threads already depicting a more credible version of a Fallout set in the capitol wasteland and if you remember some great ideas please post them here.

Let's say that this East Coast Fallout takes place in the year 2161, the same time as Fallout 1. What would it have been then?

Since black people constitute the majority ethnic group of DC there would probably be some all black shanty towns spread across the waste. There could be one big black "city" on each side of the river (east side/west side) in bitter rivalry. The whites who are wealthier would obviously have barricaded themselves in their suburb and it would look something like the Boneyard. So there's a huge potential for ethnic tension when resources are scarce. If you retain the idea of a Vault 101 then the player could be either black or white and that could have a huge impact on how people would perceive you before they get to know you. Either way the humanoid enemies that you encounter in the nuked ruins of DC would mostly have to be black thugs right? Because of demography.

Also, since there is no FEV there would probably need to be some other sort of humanoid mutants, except the ghouls of course. Also body horror elements like floaters, centaurs and other stuff would probably be there right?

Then remains the question of what happened to the politicians and the military staff of the Pentagon. The sinister plot that you uncover during the game would have to do something with the former US government since the game is set in Washington DC, after all. I don't say Envlave since they relocated to the oilrig before the war but there could be other US Government conspiracies that deeply effect the post-nuclear world.

Do you have any ideas?

GHOUL LIVES MATTER.
 
GHOUL LIVES MATTER.
On a more serious note there would of course be Ghouls since they are caused by radiation. Heck I could even accepts the Bethesdas Mirelurk as a mutant creature on the east cost. What I don't deem as probable are mutant monstrosities that were spawned on the west coast as a result of FEV experimentation.
 
Well firstly I'd like to think that the Capital Wasteland in 2161 is still pretty fucked up, but not to the barren no man's land level we see it in 3. In fact, I'd have the outer areas of the Capital Wasteland appear much more similar to this flora overhaul for Fallout 3 where it's in this strange perma-autumn like state. As you get closer to DC, however, it turns more barren. Wildlife here would include mammals like Molerats (Naked and classic FO giant versions), Brahmin, Pigrats, Yao Gaui and a strange monstrous combination of what appears to be large feral dogs and possums. Insect wise you'd get swarms of Bloatflies, Bloodbugs and giant Ants with their giant termite like mounds. Other creatures would include Mirelurks and gigantic toxic Radtoads. Oh yeah, Wanamingos are back. Big time. As are their horrible critter-cousins. Guess what, they're from DC!

19864-1-1385288960.jpg

DC itself is much in the same style as the LA Boneyard or Bakersfield in that it's a charred art-deco nightmare, a broken visage of a "World of Tomorrow". There would be numerous "Dead Zones" throughout the city where all but the most terrible of mutants must avoid due to radioactivity. In the "safer" areas of the city you've got competing Salvager Crews that have set up their respective camps whilst they vulture the city for raw materials, bits of technology. Whatever they can find. At one point they used an honor system of claim staking, but in recent times they have brushed up against eachother to the point of violence and a minor-scale arms race due to various feuds, arguments and misunderstandings. Effectively think of a more blue-collar working community version of the Regulators and the Blades. In the midst, you also get "Claim Jumpers" (read: raiders) who will wait for salvagers to do all the hard work, then cap them in the dome and take the prime results. The DC ruins are littered with the signs of pre-war calamity. Heavily armed National Guard outposts. Anti-Riot "Instapens", quarantine zone maps. APCs rotting in the streets. Pre-War DC was a police state under siege.

4092-1329745186-974df8fc97b4ac89ebdb750cb6ee1fb8.jpg


DC Metro: I also like to think that in the Fallout world DC took the Moscow route and at some point in the Resource Wars undertook a gigantic effort to completely rejig the DC Metro. Digging much deeper, and wider. The problem was that when the bombs came, those who hid in the metros quickly succumbed to starvation and thirst. The surface was poison, and the metro had no resources stockpiled. Except for those in Vault 100, connected deep within the metro. After 25 years of use, Vault 100 began to suffer serious structural issues. A result of nearby construction of the "Deep Metro" that was kept (perhaps unneccessarily) top-secret from Vault-Tec under their unusually tight Government supervision. Vault 100 evacuated some of its population into the metro tunnels, taking whatever vault technology they could with them. Many, if not most, of the Vault lies inoperable. However, several floors remain in use. The "Dwellers" or "Metrofolk" have spread throughout the tunnels in the decades since, and with a growing population formed their own sub-communities. However, the growing population has meant that ration distribution from the vault's remaining hydroponics tech has become increasingly restrictive and controlled. Already there is strain between a newly forming social divide between the "Vaulters" and the "Tunnelers". After all, if a station on the far-end of the metro grows its own mushrooms why should it have to abide by the regulations and mandatory contributions of an Overseer that provides basically nothing for them? Even gangs of ruffians exploiting others in this time of rationing are starting to form, like the Tunnel Snakes. With outbreaks of the New Plague occuring and hamhanded quarantine procedures by Tunnel Security, stress levels in the DC Metro are rising.

Dwellers suffer the same issue as the Slags from Fallout 2 wherein they are defined by pale skin, an aversion to direct sunlight and a distinct discomfort at the open sky. However, conversely they're able to see in the dark far better than anyone from the surface.

4102-1329745675-86540cfad007bdffd8aaba72272e754e.jpg

Amongst the Dwellers, there's ghost stories and unspoken rumours of the "Deep Metro". The idea that there's a metro even larger than the one in which they live, even deeper below the Wasteland. Occasionally, if you're in the wrong place at the wrong time, you'll slip between the cracks and arrive there. A place inhabited by ghosts of the Old World, and once you're there, you'll join them. A handful of older tunnel scavvers will tell you a tale claiming they've been there and lived, if you give them enough booze at a station bar. More on this later.

Rivet City: The Capital Wasteland's millitary hub. Descended from US Navy crew from a battleship that was off-coast during the Great War. Little is known about the details of their "Grand Voyage", only that they were once far away, travelled to many places, and ended up stranded on the coastline of DC. The battleship they've built their community around, to which they refer to as "Mama Rivet" or "Big Mother" (In a fashion devolving into further tribal reverence each year) is in a state of active decay and ruin, largely inoperable and destined to split and sink into the sea in the coming years. Its people are heavily armed, utilizing Old World millitary weapons and armor, including Power Armor. It's a hard life in Rivet City, if you aren't willing to be a life-long soldier (or are too weak to make the cut), you are casted out or rendered an "outsider" like the other non-citizens that trade in the City. Their society is structured very much like that of a millitary unit. They subsist on Mirelurk fishing and Mama Rivet's generator provides ample power, but growing population and swathes of the New Plague mean they've had to look for help elsewhere. They tend to deal with the New Plague with a bullet to the brain, which works fine for civilian outsiders, but when one of their own boys gets sick. Well, that's a problem.

tumblr_njetu1ToIl1t6qjl4o1_1280.jpg


Megaton: A town built around an undetonated bomb from the Great War. Inhabited by a religious cult of Ghouls who believe their Ghoulish state is some sort of gift from an atomic deity, immortality. They revere the bomb as an idol of their Gods and their great gift. They welcome in Ghouls from across the Wastes who have experienced discrimination as a result of their misshapen form, assuring them that they aren't malformed, they're beautiful. Megaton is undergoing a religious schism between those who believe that Megaton and the Church of Atom should be a sanctuary for Ghouls to live equally, but seperately, from humanity in peace and those that believe they are superior to humanity, and that the bomb is not an idol, but a call to action. That they must detonate the bomb and irradiate the Capital Wasteland to make it "their land", unfit for humanity except for those who might transform in the aftermath of its detonation. There is also a Ghoul scientist, considered a madman by those in Megaton, exiled recently from the city for inhumane experimentation, attempting to find a way to allow Ghouls to reproduce. He believes when he finds the solution, he will be granted re-entry and hailed a hero.

Arefu: A town built on and along an Old World bridge, suspended above a canyon pass. The canyon below is a huge, termite-mound like nest full of Giant Ants. The townsfolk of Arefu have a system of pulleys and suspension ropes to send people down to crack open the nests of the Ants and retrieve their large eggs, one of which is enough to feed a couple people for a week. Occasionally they'll have to battle the Giant Ants, but usually the people on the bridge above yank the egg-miners back up before that's a problem. One kooky lady in Arefu has an idea for controlling the Ants with technology to make them not just docile, but obey orders.

Kingdom of Dave: Dave, and his father before him, and his father before him, is kind of a big deal. Overlord Dave controls one of the Capital Wasteland's main sources of clean water, from a series of water towers and resevoir, same as the Hub back in California. The Kingdom is protected by the Talon Company, a band of mercenaries from up north, paid for in water and caps. Overlord Dave rules his domain (Which includes smaller settlements like Arefu and Cantebury Commons) with an egotistical and petty fist. Or did, until he came down with what everyone believes to be a case of the New Plague. He now lies sick (although a smart player might deduce that he's been sick longer than it takes New Plague to kill someone), his fate uncertain, as chaos rules his court and subterfuge occurs between his potential heirs. Drug use is rampant within Dave's Kingdom, the Overlord himself being a regular Buffout user.

Oasis: In the remote parts of the Capital Wasteland, a hidden community lies. A primitive, agricultural community. Wooden tribal houses, tents, campfires burning. The entire place entwined by a strange, vibrant vegetation. The outskirts of the village are protected by ancient patrolling robots. The plants here produce large, succulent fruit that the village subsist on. The centre of their village is a large, tree-like mound of twisted roots and ivy - forbidden to anyone but the village elders. Beneath the tangled vines lies an Old World facility where a pre-war company was attempting to solve the food shortages in the country with a Soylent Green wannabe plan: conversion of corpses into vegetation. It turns out the village continues this tradition: feeding the corpses of their dead into the contorted green fleshy mass at the centre of the roots. Unfortunately, it seems as if they're getting less yield of fruit for their corpses as time is passing. To them, the tree is demanding greater sacrifice.

38235UNILAD-imageoptim-d4oRe1Y.jpg



Tenpenny Tower: The Capital Wasteland's den of sin, and also its home of luxury. The esteemed Mr. Tenpenny began as a mere Raider chem cook in his youth, but the success of his enterprise overwhelmed him. What was once an Old World hotel is now a den of gambling, whoring, drugs and boozing. A kind of "No Man's Land" for the militias and raider gangs of the area, all of them reliant on the massive chem production going on in the lower floors of the tower. After having watched more than a few Old World tapes about foreign aristocracy, Mr. Tenpenny (Formerly known as Crusher in his youth) adopts a new accent and runs extravagant parties in the upper floors with his selection of socalites, slave-harem and the whose-who of the Wasteland (Including Overlord Dave and the Commander of the Talon Company). It's a non-stop party up above, fueled by the chaos and depravity down below.

Paradise Falls: Not much to be said about them, truthfully. A band of slavers sent from the far-away Pitt to gather slaves to send back home. They also sell to Tenpenny and Kallos.

Cantenbury Commons/Little Lamplight: Cantebury Commons is a community guided by religion. A pre-war religion by the name of Hubology. Although they've got their own twist on it after a few decades of fragmentation from the Church. Children aren't treated well in the Commons, which during the chaos of a Wanamingo attack, led to a long-planned exodus of the town's children to escape their horrible parents under the leadership of MacCready. Heading to a distant pre-war tourist trap, "Little Lamplight" (discovered by MacReady in a pre-war magazine), the children have been trying to eke out an existence. Poorly. Things are going the way of Lord of the Flies, and soon it won't be long until disaster hits. The player could help shape them up into a real chance of survival, report them to The Commons, report them to Paradise Falls, or incite further juvenile chaos.

tumblr_n945jqDac31s5i2imo5_500.jpg

Kallos: (AKA cannibalizing Van Buren ) Prior to the Great War, Med-Tek (Somewhere between a subsidiary and sister company of West-Tek) had established operations in the DC area with one of its patent "pop-up" facilities that had spread across America like boils in response to the New Plague. These state-of-the-art space age looking facilities would act as research and response centres, and the DC facility was one of the most developed next to the Boulder, CO facility. The nucleus of this science-whizz cell was a ZAX computer unit known as "The Director" which organized and structured response operations with impeccable precision and speed. Due to its "Pop-Up" nature, it wasn't a target of the bombs. When the news came that the bombs were coming, the scientists of Med-Tek came up with a desperate plan: Entomb themselves within the gel-stasis floatation tubes that had previously been used to artificially prolong/freeze New Plague patients in order to study them, entrusting The Director to discover a way of removing them from gel-stasis alive and cranial functions intact. To decide who would die, and who would take a space in these tubes, they referred to the Director to organize who was the best qualified for survival. They did so, and so the bombs did drop.

Twenty years later, in the rural mountaind, the scientists awoke to the Wasteland. In the years since, the scientists formed a budding society with the Director as its sovereign leader. Using the technology of the facility to create protein farms (ala Blade Runner 2049), its robots as defensive measures. The outskirts of the facility occupied by Wastelanders. Eventually, the old problem of the New Plague reared its head once again in the Wasteland. Using their pre-war tech and a Director who spent decades thinking of nothing else, the scientists of Kallos were able to formulate anti-dote treatment, but not a vaccine. Production of this anti-dote is a complicated process, and with the passing of the Scientists, their child-heirs have relied on the Director from which they claim their authority above the townsfolk outside. The problem is that the ZAX unit has begun to cannibalize its own memory banks, and did so from around the time the original scientists woke up. They had kept it prolonged with scavenged technology bought from the DC salvagers, but it has recently shut-down for good. The "Scientists" in the dome are now left to run a Wizard of Oz show, formulating the (limited amounts) of antidote out of a ritual-like memory rather than true understanding, and pretending that the Director is still alive. To make matters worse, the material required for the antidote is dwindling. Kallos has recently entered a pact with the soldiers of Rivet City: Antidote in exchange for electricity and protection.

Raven Rock: A Pre-War Millitary Installation used to develop cutting edge weapons technology, namely cybernetics and bio-organic weapons (Deathclaws and Wanamingos). The facility was hit hard during the Great War, and rendered into a blackhole of radiation much like The Glow. However, in the depths of its guts, the experimental Wanamingos (Co-Developed at a facility outside of Sacramento, CA) thrived in radioactivity, becoming malformed, grotesque mutant versions of themselves. The place now is a bio-organic goo hive of Wanamingos, where swarms of the creatures emerge and set out into the Wasteland. The latent radioactivity causes wild mutations, resulting in numerous "types" of Wanamingos vastly differing in physiology. Its the imperative of all Capital Wastelanders to wipe out any Wanamingo gatherings they come across, because if they settle for too long, they'll begin to form another goo nest. There are horror stories of the Wanamingos carrying off Wastelanders back to their nests, to make them "part" of the goo.



"The Deep Metro" AKA Congressional Vault:

The Dwellers are right, there is a Deep Metro. Before the Great War, the US Government in its expansion to the DC Metro system and construction of Vault 100, further commissioned the construction of an additional, deeper (but much smaller) metro network intended for US Government VIPs. This was under the supervision of what would come to be known as "The Enclave", at the time an unspoken group without a name. The plan was that the US Government, including the Senate and the House, would retreat for safety underneath here in a Vault-Tec blacksite. As the situation...changed.... nationally and internationally over the years, the plan was altered when it was assured to "certain members" of Congress that the relocation of the President to the Poseidon Oil Rig in the Pacific was to ensure better survival of the US command structure: to stop the ChiComs from cutting the head off of the snake in one move. Truthfully, it was actually a purging operation. Those who were truly important (not just the politicians) to America, those who would be absolutely loyal and singular of mind, no deliberation or debate, were the ones who would retreat to the Oil Rig. There was no need for Republicans or Democrats, only the true masters of America. The "True" Enclave. The "rabbling mass" of Congress, the pencil pushers and those who "thought" they would be important, would be the ones put in the Congressional Vault originally intended for all of the US government hierarchy.

The Vault lies empty, now. Its residents all dead. The facility itself, still pristine and full of technology, weapons, Power Armor. It seems the divisions of Congress dredged up to the surface in the face of the apocalypse, when in that great silence all they had to reflect on was the sins of their government and their decisions. Even when the world ended, their hatred for eachother bubbled up. It appears there was some internal unrest, conflict, and some sort of coup or maybe a trial. Hard to tell. Here the player would find the most comprehensive and clear log of the actions of the Pre-War US government, and the logs of feuding, betrayal, petty conflict until the Vault lay empty. The tunnels of the Deep Metro patrolled by robot guards protecting nothing. Think of a combination between Vault 11, Mariposa and The Glow in terms of tone.

Miscellaneous:

There'd be smaller communities dotted around too. Your odd fishing village or farmstead, but these would be the key ones. Same with there being a smorgasbord of weird raider-gangs out in the wild. I always liked the idea of a tribe or faction that was entirely nomadic and lived only by the roads, leaving stashes and messages for eachother. Like Wasteland gypsies with a Road Warrior aesthetic.


You'd still have some of the Vaults like 112 (I like the idea of the Stepford Wives VR reality nightmare, but I'd go a step further and have them be brains in jars wired up rather than preserved human bodies.) and the player would still be from Vault 101 which would still be a dystopian 1984 rip-off, but instead they'd probably just be a vault dweller exiled for a crime that the player can choose if they did or did not commit.


I have no clue what the main story would be. Something to do with Wanamingos and New Plague.

 
Last edited:
I unironically want Ghouls hanging out on street corners harassing Normies and dabbing on BOSfags with super mutants. Their should also be more ghoul racism and dialogue options. More ghoul companions as well.

Around Ghouls, Don't Be A Fool.png
Also as a wild wasteland option, I want a Deathclaw Capo featured here:

Deathclaw Capo.png
 
Since black people constitute the majority ethnic group of DC there would probably be some all black shanty towns spread across the waste. There could be one big black "city" on each side of the river (east side/west side) in bitter rivalry. The whites who are wealthier would obviously have barricaded themselves in their suburb and it would look something like the Boneyard. So there's a huge potential for ethnic tension when resources are scarce. If you retain the idea of a Vault 101 then the player could be either black or white and that could have a huge impact on how people would perceive you before they get to know you. Either way the humanoid enemies that you encounter in the nuked ruins of DC would mostly have to be black thugs right? Because of demography.

How to get canceled 101.
 
How to get canceled 101.

I actually think a majority black Fallout could work. Set somewhere like Detroit or Chicago with elements of urban blues culture. Mite b cool

What could the main story be @Atomic Postman

Coming up with "Main stories" has always been my weakspot. All my campaigns I've ran have been sandboxes or faction conflicts for this reason. I think maybe you could do a factional conflict over discovering the cure for the New Plague (i.e who controls distribution) or you could further mutilate and recycle Van Buren's plot line with ODYSSEUS and the BOMB-001 platform, with the "big reveal" being that the spread of the New Plague wasn't a naturally occuring pandemic but rather something planned by a sinister figure, or you could combine both and have the factional powerplay as an undercurrent.

You could do something with the Wanamingos too since I sort of wrote them as an existential threat to the Wasteland, although I think that'd be quite boring as a premise.

Or you could even recycle the main plot from the real Fallout 3 in some way, like having the player exiled from Vault 101 and picking up the trail of other exiles who are working to restore clean water to the Wasteland. Or you could do what the real Fallout 3 did and recycle previous plot points, but good ones that lead to cool storyline branches like the player being sent out to retrieve a vital component to save their Vault and running into the bigger storyline. Shit, I don't know.
 
Here's an idea for a main storyline: The Bomb in Megaton.

I always found it immensely stupid. Its a fucking working atomic bomb. A weapon of mass destruction which destroyed the world.

And the Brotherhood of Steel just... lets it sit by on some podunk village. You know, the guys who are raised to protect humanity and recover technology, and protect humanity from the dangers of technology run amok.

The fact you can just raise your repair a bit and disarm it is even more ridiculous. How does knowing a bit about repair means you can disarm a freaking nuke?

-------------------------------------

I think fighting for the Bomb could make it a good Act 2.

Everyone wants the Megaton bomb. Atom Cultists want to keep their idol to themselves. Everyone else wants to take it and toss at their foes, or simply keep it as deterrent. Someone might want to reverse-engineer the bomb and create more bombs.

The "Yes Man/Minuteman" solution might be taking it and yeeting it at the Wannamingo Nest - then marching in decked in NBC gear (Enviromental/Power Armor) and wipe out the nest for good. Nobody has the bomb, can threaten the others with the bomb or can make more bombs. The Wannamingos AND the bomb are gone, ensuring the region is safer and more prosperous in the future. The local groups will just have to settle things the honest way.


No idea how that would be done - maybe using a pre-war helicopter? Or just cart the thing to the mountains, which sounds ridiculous but funny to me.
 
I actually think a majority black Fallout could work. Set somewhere like Detroit or Chicago with elements of urban blues culture. Mite b cool
I mean absolutely it would be cool to have areas like the Capital Wasteland be majority black, due to the demographics of Washington DC.

I think the problem with the take @Proletären had is that it assumed the same ethnic tensions in the real world translate over to the Fallout world, something that I don't think is a good idea. Like he suggested Black Wastelanders form an underclass of the Capital Wasteland. Now I don't know how an apocalypse would play out IRL, but I kinda don't think this is a good discussion for a Fallout game to have.

I feel like wacky pulp Sci Fi settings aren't the best place to have nuanced discussions of actual discrimination. Like, not only would it create a lot of expectations for the writers to handle it with real nuance that I don't think would come naturally to post-apocalyptic setting writers, but if handled poorly could make a lot of Black and Minority Ethnic players feel uncomfortable with a game that they don't need to feel uncomfortable with. Moreover, even handled well, Fallout is about post-apocalyptic civilisations with Mutants and shit, making a player literally have to confront discrimination they face, in a game that's mostly taking place in a Fantasy world, feels like it'd be dangerous if implemented poorly.

So basically in short: real world representation is a good idea, but having it so players have to face racial discrimination within what's effectively a Fantasy universe kinda feels a little confrontational for no good reason.
 
I mean absolutely it would be cool to have areas like the Capital Wasteland be majority black, due to the demographics of Washington DC.

I think the problem with the take @Proletären had is that it assumed the same ethnic tensions in the real world translate over to the Fallout world, something that I don't think is a good idea. Like he suggested Black Wastelanders form an underclass of the Capital Wasteland. Now I don't know how an apocalypse would play out IRL, but I kinda don't think this is a good discussion for a Fallout game to have.

I feel like wacky pulp Sci Fi settings aren't the best place to have nuanced discussions of actual discrimination. Like, not only would it create a lot of expectations for the writers to handle it with real nuance that I don't think would come naturally to post-apocalyptic setting writers, but if handled poorly could make a lot of Black and Minority Ethnic players feel uncomfortable with a game that they don't need to feel uncomfortable with. Moreover, even handled well, Fallout is about post-apocalyptic civilisations with Mutants and shit, making a player literally have to confront discrimination they face, in a game that's mostly taking place in a Fantasy world, feels like it'd be dangerous if implemented poorly.

So basically in short: real world representation is a good idea, but having it so players have to face racial discrimination within what's effectively a Fantasy universe kinda feels a little confrontational for no good reason.
Agreed. Racism between blacks and whites has never been mentioned in any fallout game and having it be such a big part of the setting all of a sudden would feel out of place. I’m sure the fallout universe had all the racial issues that we had (I like to think that racial politics by 2077 was similar to what it was like around the 80s in our world. Ostensibly everyone is equal but there is still a lot of inequality, even if it is no longer institutionalized), but now that America is gone, it’s brand of white supremacy is gone too, and no one in the post-war world really gives a fuck about skin color (except maybe some KKK-descended survivalists).

A majority black fallout would be nice to see, especially because it wouldn’t feel like “forced diversity” considering the racial demographics of DC, also the fact that fallout 3 was released before these so-called “culture wars” really started.

The cold hard truth though is that in all likelihood the majority of black DC citizens didn’t survive the war. I imagine the poor and marginalized didn’t get a whole lot of opportunity to find a fallout shelter, let alone space in a Vault. That being said, it would be interesting to see some kind of black nationalist organization that is completely aware of the history of their people in America, and privy to the fact that the nuclear Holocaust affected them even worse than whites. I’m sure they’d be somewhat hostile towards whites, but not totally genocidal or anything. The white wastelanders, for their part, wouldn’t know anything about American racial history and just think these black nationalists are a bunch of crazy assholes.
 
Last edited:
I mean absolutely it would be cool to have areas like the Capital Wasteland be majority black, due to the demographics of Washington DC.

I think the problem with the take @Proletären had is that it assumed the same ethnic tensions in the real world translate over to the Fallout world, something that I don't think is a good idea. Like he suggested Black Wastelanders form an underclass of the Capital Wasteland. Now I don't know how an apocalypse would play out IRL, but I kinda don't think this is a good discussion for a Fallout game to have.

I feel like wacky pulp Sci Fi settings aren't the best place to have nuanced discussions of actual discrimination. Like, not only would it create a lot of expectations for the writers to handle it with real nuance that I don't think would come naturally to post-apocalyptic setting writers, but if handled poorly could make a lot of Black and Minority Ethnic players feel uncomfortable with a game that they don't need to feel uncomfortable with. Moreover, even handled well, Fallout is about post-apocalyptic civilisations with Mutants and shit, making a player literally have to confront discrimination they face, in a game that's mostly taking place in a Fantasy world, feels like it'd be dangerous if implemented poorly.

So basically in short: real world representation is a good idea, but having it so players have to face racial discrimination within what's effectively a Fantasy universe kinda feels a little confrontational for no good reason.
That is something that I feel that Bethesda hasn't really addressed. When Bethesda bought Fallout they made the Pre-War world a very Leave It To Beaver type world. That leaves the question, did the Civil Rights Act pass in the Fallout Pre-War world? What about gay rights and other rights movements? Granted, after the War nobody should give a shit about race and sexuality anymore. Given that the bombs destroyed civilization, nobody will care about blacks or if gays are sleeping together given that the only thing people will care about is survival and not superficial crap. I don't mind exploring the past but it is best that they leave things like racial and LGBTQ politics out of the Post-War world. If there was one good that the bombs did is that they made humanity move past their prejudice towards people of different racial backgrounds or those who are LGBTQ.
They could have solved this by making a article at The Capital Post commemorating when the Civil Rights Act and gay marriage passed if they did in the Pre-War world. Would have at least clear some things up.
 
Last edited:
The fact you can just raise your repair a bit and disarm it is even more ridiculous. How does knowing a bit about repair means you can disarm a freaking nuke?
You need Explosives skill, not Repair.

Although you only need like 25 Explosives skill... That is like knowing that you have to pull the pin of a grenade for it to explode or something :lmao:.
 
I see some good points however admit it would have been interesting if the blacks due to poverty had to live out the apocalypse and then form the first new tribes of the post-apoc. Then the whites emerge from their vaults, in which they have been kept safe and sound for around 80 years. The whites enter the wasteland where they encounter black raiders, slavers, thugs and looters who speak like this:



I could even stretch so far as to keep the Tree Dog character from Bethesdas version, however he wouldn't be talking about the good fight in this version.

In regards to civil rights and Fallouts retro 50s future I guess the pre-war world would still be highly segregated? However since they market Mr Handy to do household tasks I guess women might have entered the work force at least.
 
That leaves the question, did the Civil Rights Act pass in the Fallout Pre-War world? What about gay rights and other rights movements?

I was always under the impression that this shit all happened pre-war and by the time the world ends one's identity has pretty much been boiled down to some jingoistic and cartoonish idea of being a good American citizen. Like they don't care what race you are or who you sleep with as long as you aren't Chinese or a communist.

however admit it would have been interesting if the blacks due to poverty had to live out the apocalypse and then form the first new tribes of the post-apoc.

Is the assumption here that only black people were unable to escape to the vaults?

The whites enter the wasteland where they encounter black raiders, slavers, thugs and looters who speak like this:

Groups of raiders and tribals with seemingly no unique culture or traits to differentiate them from one another is already one of the reasons that Fallout 3 isn't very good, though.
 
Black people becoming the majority of raiders and tribals in a game. Nobody could possibly be offended by that

/s
 
Back
Top