What is the proper solution to Tenpenny Tower

I actually like the concept of a quest that the player can't win.

Does it fit in the setting that BGS made there, no absolutely not. Tenpenny is as unlogical as it gets in FO3s setting. Still the quest wasn't played save.
 
I actually like the concept of a quest that the player can't win.

Does it fit in the setting that BGS made there, no absolutely not. Tenpenny is as unlogical as it gets in FO3s setting. Still the quest wasn't played save.
Tenpenny Tower by itself isn't illogical, the way it was portrayed was. Nothing illogical about folks with more wealth lording it over weaker beings.
 
Tenpenny Tower by itself isn't illogical, the way it was portrayed was. Nothing illogical about folks with more wealth lording it over weaker beings.
You are correct I didn't find the correct words. (I am not a native english speaker)
 
The best response in the quest is to do nothing, its the only way innocent people don't die. The status quo is maintained, as opposed to lowered, at the very least.

Its a good commentary about how the wasteland is more realistic than a high fantasy RPG world, where the PC can and should meddle in everything they want and can impart change on the world in the way they see fit. The wasteland is a much more grim place, and some stones are best left unturned.
 
Not doing a quest isn't really commentary though. It's also bad quest design.
I'm being optimistic. Ideally there should have been an option to fail the quest and definitively "walk away". Maybe its not possible in gamebryo though, since they cut the similar idea of letting you walk out of the Mojave Outpost in New Vegas.
 
There is no gray tone in this quest. Either you're evil and you choose to kill three poor devils, just because they're ugly and the leader shouts everyday at the doorbell, or you're good and choose to help because they're living in the sewer.

if I saved a kid from a car hit today and he turned the new Hitler, I did a good deed.

if I KNEW that he would become the new Hitler, then that would be a morally questionable action.

Btw, has a history of the Hulk Professor that is exactly that way.

2cnilg8.jpg


http://marvel.wikia.com/wiki/Incredible_Hulk_Vol_1_386


back to fallout, your character has no way of knowing the outcome of helping the uglys, so it's not gray =/
 
There is no gray tone in this quest. Either you're evil and you choose to kill three poor devils, just because they're ugly and the leader shouts everyday at the doorbell, or you're good and choose to help because they're living in the sewer.

if I saved a kid from a car hit today and he turned the new Hitler, I did a good deed.

if I KNEW that he would become the new Hitler, then that would be a morally questionable action.

Btw, has a history of the Hulk Professor that is exactly that way.

2cnilg8.jpg


http://marvel.wikia.com/wiki/Incredible_Hulk_Vol_1_386


back to fallout, your character has no way of knowing the outcome of helping the uglys, so it's not gray =/

No, it's very clear from the get go Roy's first instinct is to murder everyone in the tower and take it by force. Trusting this guy with a hair-trigger temper and nasty uncivilized notion of social Darwinism, it's pretty clear it's chancey to let him live. If I hadn't just talked to Michael, the other male ghoul, I would have slaughtered Roy right then and there because he's clearly a menace.
 
No, it's very clear from the get go Roy's first instinct is to murder everyone in the tower and take it by force. Trusting this guy with a hair-trigger temper and nasty uncivilized notion of social Darwinism, it's pretty clear it's chancey to let him live. If I hadn't just talked to Michael, the other male ghoul, I would have slaughtered Roy right then and there because he's clearly a menace.
And yet, he has no problems in listening to you and agree with letting you talk people in Tenpenny Tower's into letting the ghouls move in peacefully. He says he doubts it will work, but he gives you the time to try it. He also rewards you if you managed to get the ghouls in peacefully and sounds surprised and pleased with the result:
I'll be damned. Really? Good job kid! I was willing to unleash the Ferals and kill all those bigots. Guess I don't have to now. {shocked}
Here's a little something for your troubles, it'll help you deal with our Feral brethren if you meet any. {giving a reward for a job well done}
He also says that Tenpenny also found the tower and took it from it's previous owner. Implying that Tenpenny also took it by force.
Roy also mentions that he tried paying to live there several times, also that he got shot at some point by Tenpenny (and Tenpenny does brag about shooting his sniper rifle from his balcony at "game" like a safari).

Also let's not forget that usually the first information a player obtains about Tenpenny is that he wants Megaton destroyed by an atomic bomb. So why would a good player help Roy or Tenpenny in this case?
At least Roy agrees with a peaceful solution the first time you talk to him. There is no reasoning with Tenpenny about Megaton.

Imagine if Tenpenny had exploded Megaton himself, then some Megaton survivors would be devising the same plan of letting the feral ghouls in the tower. It would be their revenge. They would speak kinda like Roy does (Tenpenny killed everyone in Megaton, he deserves what is coming at him). Would a good player kill these Megaton survivors at Tenpenny's request in this situation?

The ghouls tried the peaceful way several times (pay to live there like any other resident), all they got was hate speech against ghouls (we can even witness some of this when we first approach Tenpenny Tower and hear Roy talking with Gustav), then we learn Tenpenny shots at the ghouls, then we talk to Roy and he agrees to not go with his plan to kill anyone if the player manages to mediate a peaceful way, then Roy is genuinely surprised and quite happy that he doesn't have to release the feral ghouls and kill everyone.
Then we have 3 Dog reporting that Tenpenny is being evil by not letting the ghouls move in when they can pay to live there. 3 Dog, the "good fight" fighter. The one that will praise the player if he helps the ghouls move peacefully, of berate the player if he kills the ghouls.
It is obvious the game is offering a "good" way, and that is helping the ghouls.

Everything in the game is (sometimes quite literally) telling us that the Ghouls are innocent and just being discriminated at, and that Tenpenny is evil. :shrug:
Only after the player knows what happens if you let the ghouls in peacefully, does this quest becomes less "black and white", and instead it just becomes black (no matter what you do, innocent people will die and the tower will be in the hands of someone evil).
 
Or you could let ghouls peacefully in and then exploit FO3's faction system by blasting Roy with combat shotgun. Then you wait for them to forgive you your itchy trigger finger.
 
Or you could let ghouls peacefully in and then exploit FO3's faction system by blasting Roy with combat shotgun. Then you wait for them to forgive you your itchy trigger finger.
Even if you kill Roy in the metro tunnels, right after you just told him they can move, the human residents will still all end up dead after a few days.
That's how bad that quest is set up.
 
Even if you kill Roy in the metro tunnels, right after you just told him they can move, the human residents will still all end up dead after a few days.
That's how bad that quest is set up.

Really? Though the more I think about it I might have played with Unnoficial Patch when I did it.
 
This a case of "which arm you want to cut off?". There's no depth, just pick between these three terrible scenarios.

- Kill the ghouls, the game considers this an evil action.
- Kill everyone in Tenpenny Tower just because they are racist.
- Convice both to live together but the ghouls end killing the humans anyway.

There's absolutely nothing interesting here. Another problem is that the setup is there, it's just so poorly handled.

I don't see why.

Especially since being a goody-goody is CONSTANTLY criticized in the game. This shows that not every good action has good consequences.

Even if you kill Roy in the metro tunnels, right after you just told him they can move, the human residents will still all end up dead after a few days.
That's how bad that quest is set up.

It didn't happen when I did it.
 
I don't see why.
That's your problem, then. A good moral choice should make you aware of the consequences of every choice available. Not "Oh, i made these two groups come to a truce, but it turns out one killed the other after a few days and i didn't know it would happened".

What kind of bullshit is this?

It didn't happen when I did it.
Except it does happen and it happens everytime you pick that choice.
 
It didn't happen when I did it.
Norzan is right, it always happen if you tell Roy he can move peacefully. It happens in all versions of the game too (PC, PS3 and XBox) because that is how the quest is scripted.
If it didn't happened to you, it was because you were probably using the mod that prevents that from happening:
https://www.nexusmods.com/fallout3/mods/20069

I even boot up my Fallout 3, without any mods (since I have it vanilla state). To make a video of it happening, because it always does. It was right after my Lone Wanderer left Vault 101 for the first time:
https://plays.tv/s/M0E6s6DLsOpD
After I kill Roy, you can skip to around 10:00. All of that time was me walking around and waiting 24 in-game hours several times, so it's very boring.
NMA doesn't allow embedded play.tv videos, sorry about that.
 
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You know you fucked up a quest's premise when modders have to come in and fix it.
 
Still a fix and one that should have been in vanilla. Learning that Roy actually wants to kill everyone in the Tenpenny Tower even after the truce is something the player should be able to learn if they investigate.


Edit: I missed that you actually edited my post on that quote. True indeed. ;)
 
The bigger issue here and why the situation feels so strange, is that Fallout 3 is a theme park. Every quest including the main quest is nothing more but a theme ride, with no conection to each other. And it shows. That's why the ghouls killing the residents feels so out of the blue, for the same reason that destroying Megaton is useless. There are no real consequences either to the player or the region. Which is also not made better by the awfull writting and design in the game, if you think about it the whole location of the Tower in the middle of nowhere makes no fucking sense. Every character comes of more like a caricature of someone that's either good, evil or even neutral than something that's really relatable. The Witcher 1 and 2 for example did a much better job here, for the case you played those games. And that's because the game has relatable characters, with actuall motivations that make sense - for them at least. In Fallout 3 things often happen, simply because they happen the player isn't actually a part of the setting or the world, he is also just there to take the ride - or not.
 
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