View Full Version : Fallout 3 style LARP game
Kratthew D. Kraids
02 Aug 09, 04:13 AM
Since the Freefall event was so amazing for an Airsoft/LARP crossover, I was thinking of tossing out the idea of a Fallout 3 style game. I'm sure there are plenty of people out there who play this game religiously and are huge fans of the original. I have all kinds of ideas for it but right now my brain is fried from work, does anybody else think this might be feasible?
Specter
02 Aug 09, 04:55 AM
I had thought about a Fallout LARP before, and was going to post a possible idea on here, but there was quite a bit I was going to try and work out just so I had something to post along with the idea of the game.
That, and we've got Freefall. But if the Fallout LARP was run in August or so, it could give those who missed Freefall a chance to LARP it up, or just another chance to LARP.
I wouldn't mind putting something together. I'd defiently want to do it.
Disclaimer:
These are my opinions, and in no way do I represent or speak for those who run and operate Freefall.
DGSephiro
02 Aug 09, 06:18 AM
Yum.....I am drolling at my keyboard.
I wanna be a Super Mutant Overload!!!!!
Willis_117
02 Aug 09, 10:20 AM
Raiders Ghouls Mercs and Wastelanders...Sounds Great...Charon the Ghoul Mercenary..Sounds Great. I'd like an Infiltrator and a butt load of stim packs with some sugar bombs...Sounds Like we should plan on re-creating Mega-Ton? Lets throw some plans on what and where we could do such a thing.
Kratthew D. Kraids
02 Aug 09, 12:25 PM
We could try and reserve a weekend at Apoc, the layout of the field gives me a bunch of ideas for the Citadel, Megaton, and Rivet City. Possibly one for Raven Rock and Vault 87 but that would take some imagination.
Specter
02 Aug 09, 02:34 PM
In my opinion, if the game was going to be done, the setting should be different. We've seen the setting of the Capital Wasteland already, and that's not the only place in the world like that. The original Fallout took place in the west coast, and the Fallout 3 in the east. Why not change the area, make up some new stuff.
You wouldn't have to stick with what's been given to us already, make it up. There's so much unexplored territory and options in the Fallout universe, you could probably make stuff up as you seen fit.
Granted, you can still keep things from the games, because it's all stuff people would be familiar with. Things like products (Nuka-Cola, Sugar Bombs, Quantum, etc.), as well as factions and such (Brotherhood of Steel, Slavers, Traders, etc.).
Just because you can make the LARP similar to the games, doesn't mean you should. Get creative.
If you were considering trying to put something together let me know, I'd like to help. Just send a PM my way.
Micanthropyre
02 Aug 09, 06:46 PM
Well, depending on the amount of people involved, I'd probably center the conflict around The Brotherhood of Steel and The Enclave. Various players would have to be willing to play some central roles in some smaller factions all looking for their piece of Wasteland Pie, and the majority of players would have to be willing to play as random cronies, goons, and citizens of The Wasteland. I've got some ideas myself and I'd love to help put something together, but realistically we'd be looking at a date sometime next year if we were to do it right.
Sanchez
02 Aug 09, 07:02 PM
Dibs on the Mayor of Little Lamplight you silly Mungo's. :o
Kratthew D. Kraids
03 Aug 09, 03:02 AM
Dibs on the Mayor of Little Lamplight you silly Mungo's. :o
haha nice dude, nice. I like the idea of making a psuedo Broken steel LARP, it would make things a lot simpler and at the same time open up more ideas for how to go about it. As far as making up an entirely new scenario that'll take some hardcore brainstorming, I'm confident with our combined gaming knowledge shouldn't be too bad. hehe one thing I would like to do is for sure use bottle caps as money:D and it might be kind of annoying for some people, but use real steel capacity magazines along with making BB's very scarce. I mean it is the Post apocalyptic future, so unless you've been knocking over caravans and stealing all their loot I doubt anyone will be walking around with 2000+ BB's on them all the time. I know in Fallout 1 enemies eventually ran out of ammo but in F3 they have infinite ammo so I don't know if we should keep it that way too.
Kratthew D. Kraids
03 Aug 09, 03:05 AM
In my opinion, if the game was going to be done, the setting should be different. We've seen the setting of the Capital Wasteland already, and that's not the only place in the world like that. The original Fallout took place in the west coast, and the Fallout 3 in the east. Why not change the area, make up some new stuff.
You wouldn't have to stick with what's been given to us already, make it up. There's so much unexplored territory and options in the Fallout universe, you could probably make stuff up as you seen fit.
Granted, you can still keep things from the games, because it's all stuff people would be familiar with. Things like products (Nuka-Cola, Sugar Bombs, Quantum, etc.), as well as factions and such (Brotherhood of Steel, Slavers, Traders, etc.).
Just because you can make the LARP similar to the games, doesn't mean you should. Get creative.
If you were considering trying to put something together let me know, I'd like to help. Just send a PM my way.
Hehe if you talking about make the setting different we could make it Post apocalyptic Wisconsin! We have like an over-abundance of Brahmin here lol
Micanthropyre
03 Aug 09, 05:35 AM
Well, I suppose the big question is: How much LARP and how much Airsoft? Balancing them is pretty key. I have ideas, but their potency is ruined if they become public. If someone is feeling motivated to head up such a project, I'd be willing to join the team running it.
Kratthew D. Kraids
03 Aug 09, 06:30 AM
Well, I suppose the big question is: How much LARP and how much Airsoft? Balancing them is pretty key. I have ideas, but their potency is ruined if they become public. If someone is feeling motivated to head up such a project, I'd be willing to join the team running it.
So far Spectre, myself, and DG Sephiro are going to start planning idea's for the game. Feel free to let us know what you have for idea's
Willis_117
03 Aug 09, 07:00 AM
Mayor Mcready..That Little Snot put me through so much trouble. Because I accidentally Picked up an Item in their Gift shop and well things got heated. Since they are all kids they don't die..I was angry..But anyways I'd Like to see a mix of Matieral From The Latests Fallout Installment and DLC's with people creating Factions and weapons. Yes There isn't going to be 2000 BB's Per Player but at least let some people carry 500 Plus? Depending on their role in the game..Such as a Heavy Gunner For the Brotherhood of Steel. Speaking of Which I want to throw out any ideas for how we'd create creatures such as Yao Guai, Wild Dogs, Robo Brains, Mister Gutsy's and Bloat Flys..Just Curious.
Kratthew D. Kraids
03 Aug 09, 07:17 AM
Mayor Mcready..That Little Snot put me through so much trouble. Because I accidentally Picked up an Item in their Gift shop and well things got heated. Since they are all kids they don't die..I was angry..But anyways I'd Like to see a mix of Matieral From The Latests Fallout Installment and DLC's with people creating Factions and weapons. Yes There isn't going to be 2000 BB's Per Player but at least let some people carry 500 Plus? Depending on their role in the game..Such as a Heavy Gunner For the Brotherhood of Steel. Speaking of Which I want to throw out any ideas for how we'd create creatures such as Yao Guai, Wild Dogs, Robo Brains, Mister Gutsy's and Bloat Flys..Just Curious.
Good point on the heavy gunners and BoS in general, I suppose the BB limit would more or less be for Wastelanders and such. For the creatures you mentioned I have no clue right now lol, I still haven't gotten any sleep yet and i'm heading to Coma land right now.
Stelthturkey
03 Aug 09, 08:24 AM
I would be up for being in a squad of Talon Company or Brotherhood of Steel Outcasts, and if it comes down to it - even raiders.
Kratthew D. Kraids
05 Aug 09, 04:50 PM
I would be up for being in a squad of Talon Company or Brotherhood of Steel Outcasts, and if it comes down to it - even raiders.
I think that the uniforms should be really easy to do. Black for Talon company, Maybe ACU's for BoS? it's the closest thing to silver i can think of, Red camo pattern for the outcasts and Mad max gear for Raiders lol
Willis_117
07 Aug 09, 01:20 PM
Talon Merc Reporting In.
I'd be up for something like this.
As for the costumes, i think it will be pretty hard to 1-up these Russian airsofters: http://sdmobile.livejournal.com/18969.html
Kratthew D. Kraids
19 Sep 09, 04:33 AM
yeah I saw that and was in awe at how much it looks like they put into it
Kerrik13
19 Sep 09, 05:08 AM
I've been kind of shadowing this forum for quite a while. I also agree that Freefall has kind of sparked the "LARP" nature in some of us.
The question stated above is soooo sooo very important to figure out early in a game like this.... how much airsoft and how much LARP... because if you run an airsoft game with too much LARP, your actionesque airsoft players are bored. If you run a LARP with too much airsoft action, your role players and actors are outgunned and destroyed.
I think freefall would be a very interesting game to mix in both ranged and melee combat.... they did so in the game, but how to do this in a game mechanic and still make it safe? That is the tricky one... one that may not have a middle ground / compromise.
Using real bottle caps would be awesome and limiting ammo would be really cool too (it was realistic in the game). Also, maybe everyone needs to wear a pedometer as their "radiation level"? People who stay in talk aren't walking much, so they won't get much "radiation" but people out and about roaming on quests will walk alot and will gain much more "radiation" in their travels. Then only certain NPCs or doctors can remove radiation (resetting the counter).
I think keeping the game centered around human VS human combat is the best option... unless someone makes really really cool monster suits, it will be cheesy as hell roaming around and seeing people run at you with a shirt that says "Bloat fly" or something. :P But a pack of bad ass raiders bearing down on your with guns and clubs would be awesome.
Quests could be a critical aspect of this game, allowing people to go out and explore and see things.
If someone got this off the ground, I'm in 110% :)
xXkyledkXx
19 Sep 09, 08:38 AM
I've been kind of shadowing this forum for quite a while. I also agree that Freefall has kind of sparked the "LARP" nature in some of us.
The question stated above is soooo sooo very important to figure out early in a game like this.... how much airsoft and how much LARP... because if you run an airsoft game with too much LARP, your actionesque airsoft players are bored. If you run a LARP with too much airsoft action, your role players and actors are outgunned and destroyed.
I think freefall would be a very interesting game to mix in both ranged and melee combat.... they did so in the game, but how to do this in a game mechanic and still make it safe? That is the tricky one... one that may not have a middle ground / compromise.
Using real bottle caps would be awesome and limiting ammo would be really cool too (it was realistic in the game). Also, maybe everyone needs to wear a pedometer as their "radiation level"? People who stay in talk aren't walking much, so they won't get much "radiation" but people out and about roaming on quests will walk alot and will gain much more "radiation" in their travels. Then only certain NPCs or doctors can remove radiation (resetting the counter).
I think keeping the game centered around human VS human combat is the best option... unless someone makes really really cool monster suits, it will be cheesy as hell roaming around and seeing people run at you with a shirt that says "Bloat fly" or something. :P But a pack of bad ass raiders bearing down on your with guns and clubs would be awesome.
Quests could be a critical aspect of this game, allowing people to go out and explore and see things.
If someone got this off the ground, I'm in 110% :)
arent there zombies in fall out 3?....i think there should be zombies....:D
well there are ghouls but i dont think they are the same...but that would be cool to have some "smart" zombies like from op plague as a faction.....
nice thing with fall out 3 still game...is that even if it is set in the future you do not need future guns because after all the wars that left you in the apocolipse state you are in now the only thing left is "stock piles of old weapons" that you find here and there.
yah a few rare hightec stuff is left but the technoligy that supported it is now destroyed and no new parts are being made so they would break down faster and less ammo.
i think it would be a good game idea, and we could do it realisticly...as realistic as you get when you consider your talking about a post apocalyptic zombie infested sci game :]
Kratthew D. Kraids
29 Sep 09, 12:21 PM
I love the pedometer Radiation idea you have Kerrik, that was one thing I was having troubles figuring out. humans vs. humans would be best for the first game, I agree that it would be too confusing and kind of silly to see bloat fly T-shirts.
Willis_117
30 Sep 09, 06:20 AM
Yeah the creatures would be hard to do unless we had a dedicated creature RC Controller who took RC Vehicles and Mounted these Abominations on them and drove them around and Insta-Killed anyone it touched. Basically People would light up the Thing until the Creature Form was no longer recognizable.
ok if this thread isnt totally dead i have some solutions for previous asked thinigs.
1. pedometer....simple and good idea.
2. bottlecaps....SOO Easy to come by.
3. ammo restrictions.....EXCELLENT. It DOES add alot of realism to it.
4. monsters.....myself and a bunch of people i know could probably come up with some easy costumes for monsters.(mirelurks would be a challenge to do though)
I really hope this thread may pick up a little steam once again, but who knows.
I FULLY agree with kerrik on the fact that freefall was a REAL good start to the idea.
What say you??
Batman
29 Apr 10, 08:31 AM
We used pedometers in Round Up II on the nukes to show their stability rating... If you moved them too much they built up a charge and became un-stable.
Worked pretty good and we got em for about $.50 /ea at a dollar store.
ArchEnemy
29 Apr 10, 08:37 AM
We used pedometers in Round Up II on the nukes to show their stability rating... If you moved them too much they built up a charge and became un-stable.
Worked pretty good and we got em for about $.50 /ea at a dollar store.
wow, that is an interesting game mechanic, but $.50 at a dollar store is just unamerican haha.
Kratthew D. Kraids
29 Apr 10, 11:04 AM
All good idea's, I haven't been on here in a while mostly cause of laziness. What and where would we do the first storyline/game? The easiest I can think of is wastelanders vs raiders, costumes would be easy to do.
Ungrim123
08 May 10, 01:02 PM
First of all, this is the best idea ever.
Anyway, the beauty of Fallout is that there as so many possibilities for plotlines that if I fleshed out all the ideas I’ve had just writing this the post would be like ten pages long.
The super zombie costume would take about 5 minutes to be modified into a super mutant for one…
Kratthew D. Kraids
12 May 10, 09:15 PM
I know there is almost too many ideas, It's almost tempting to leave it up a d100 roll. For the super mutant costume we could always get a cheap Hulk outfit and go from there :P
El_Phantasamo
13 May 10, 07:07 AM
I know there is almost too many ideas, It's almost tempting to leave it up a d100 roll. For the super mutant costume we could always get a cheap Hulk outfit and go from there :P
Team Asshat Presents.......
Kraids, Im ready to help on this one in any way shape or form I can.
Bottle caps are a great idea for currency, but if we can get some aluminum sheets, I can cut coins with a hole saw and drill press. This way we can make different sizes for different denominations (1, 5, 10, Ect..)
Anyone drink Venom brand energy drink? Please save the aluminum bottles for me. I have some prop ideas. If you take the paint off with steel wool, they have an eerie industrial/bio look to them.
PM inbound
Kratthew D. Kraids
13 May 10, 08:45 PM
Sheet aluminum might work better than bottle caps for transportation and storage purposes, my uncle owns a scrapyard so that should be super easy for me to come by. Also it might be limiting but I think we should try and keep weapons limited to ones from the game, i.e. G3, bolt action rifles, pistols, and etc. etc. Some people might not like the idea but it makes more to have it this way than people running around with SOPMOD M4's and 10 midcaps. BB's should also be VERY limited, not limited to the point where you only find one at a time but maybe 5-15 at a time. Originally I was thinking a bottle cap per bb but I think a bottle cap for 5, 10, or 15 would work better, kinda like your making different size bottle caps for different amounts. An idea I had for starting a base would be to have the game take place where it's just Raiders, a handful of Brotherhood of steel (6 or 12) pinned down and some wastelanders come to the aid. Befriending the brotherhood and helping them clear out waste land of raiders.
RedQueen
16 May 10, 01:17 PM
An idea I had for starting a base would be to have the game take place where it's just Raiders, a handful of Brotherhood of steel (6 or 12) pinned down and some wastelanders come to the aid. Befriending the brotherhood and helping them clear out waste land of raiders.- Kraids
Awww.... If I remember my "Fallout" lingo correctly, the Brotherhood is rather Xenophobic in their techno-based doctrine? I wanna be a Raider/mutant/talking dog/whatever... Which proves I'm a pot-smokin' hippie at heart, I guess... LOL!
I love the bottlecaps.
El_Phantasamo
16 May 10, 08:47 PM
BB's should also be VERY limited, not limited to the point where you only find one at a time but maybe 5-15 at a time. Originally I was thinking a bottle cap per bb but I think a bottle cap for 5, 10, or 15 would work better, kinda like your making different size bottle caps for different amounts.
Ok, that can work well. We can even give out 10 or so BBs with registration.
If we do provide BBs for this event, we need to know what brand and weight most people would prefer, and what everyone else would be willing to use.
Would Airsoft Elite .20 be good? (PM Me if you have suggestions.)
Kratthew D. Kraids
17 May 10, 03:15 AM
well the true brotherhood were very stingy, Fallout 1 you had to pass an initiation IIR. Not sure about Fallout 2, never really played it much, and Fallout 3 you had to earn their trust. New Vegas Brotherhood of steel are supposed to be complete dicks, you are either born in the BOS or you're just another corpse to them. So we have those baselines to go off of or use our imaginations :] I like the idea of handing out BB's at registration, we could do like they did at Freefall and hand out perks for people who pre-register. Like moar bb's or armor to reduce damage taken, because I really liked how they did the damage system in Freefall. Or for our radiated wastelanders handout Rad-X, Radaway, stimpaks, Jet, Psycho, or booze
El_Phantasamo
20 May 10, 03:23 AM
Bottle caps are taken care of. My neighbor owns a bar and will gladly save a bunch for us.
Kerrik13
21 May 10, 05:35 PM
I was discussing this briefly with El Phantasmo today, thought I'd throw out some more ideas... remember these are just ideas, random thoughts that I haven't put all that much time into.
1) Game Style
IMO, deciding on a game style early is paramount to making this a success. For example, let's look at Freefall (airsoft LARP) VS Battle of Serenity (paintball game). Freefall is a LARP... combat is not guaranteed, and you take away from the game what you want. Currency and interaction are key, but still plenty of room for fighting. Battle of Serenity, however, is a straight scenario paintball game... you go out and fight with objectives similar to things in the show, and that is it. Freefall is a LARP and Battle of Serenity is a paintball/combat scenario.
For the Fallout game, choosing which one is the focus will produce 2 completely different games.
If the game is about role playing, an in game economy, and scrounging supplies, the combat will be intense, more meaningful, and more rare. You will attract more of the role playing crowd because there is more to do than shoot.
If the game is about fighting, then it could be a "Dark Green/brown uniform VS ACU uniform" scenario game with objectives similar to the Fallout storyline. The game would be more about fighting, opposed objectives, easier respawns, and role playing would probably be reserved for the NPCs. You will attract more fighting oriented players and not necessarily ones that are keen on the storyline.
My opinion is that a Fallout LARP has far more potential than a Fallout scenario airsoft game. Wearing ACU and being a "brotherhood of steel" soldier and shooting at "raiders" in woodland does not appeal to me nearly as much as arriving in town with a handful of bottlecaps and a pistol with limited ammo, role playing with other players, and seeing what I can do by going out into the wasteland.
The rest of my ideas are more "LARP" oriented instead of "Scenario" oriented.
2) Limited Ammo
All of the Fallout games involved shooting extremely rare ammo, so I think recreating that would be awesome.Give starting players 20 bbs and make them rare... if you ever get enough ammo to fill up several midcaps, it should be because you spent a fortune or you are a highly organized group. NPCs like raiders could have speed loaders on the, and when you kill them and loot them, they can give you a couple BBs to represent the ammo you get off their corpse.
This system would require an extremely honest player base... one hi-cap snuck into the game could be overpowering. Perhaps buy and use only certain colored ammo per game?
I would also limit the location where players can refill mags... this makes running out of ammo very real. You may have a stockpile, but if you can't refill your mags unless you hit town, then you must be wise about your ammo use.
3) Wound System
Dare I say it... but what about a hit location wound system? Get shot in the arm, lose the ability of that arm. Get shot in the leg, lose the ability of that leg. Shots to the torso or head incapacitate and several minutes of bleeding in this state equals death. Players with First Aid skills could apply bandages to wounded limbs or stabilize dying players, adding some fun support character abilities. Again, this system would require an extremely honest player base.
4) Brotherhood of Steel
This is just my opinion, but I would scrap the ACU = Brotherhood idea. If this is a LARP, players need to look the part... if they want to be bad-ass Brotherhood of Steel soldiers, make them show up in metal armor or armor that looks like it is metal. This ensures that the quality of the role is kept intact. Raiders and Wastelanders are your bread and butter of the Fallout game... people trying to survive and people surviving off of others... but the Brotherhood of Steel is an elite group, they should look like it and players who want to be one should have to put some effort into it. Of course, not all Brotherhood of Steel members wore power armor... but they should at least have some sort of effort.
5) Armor Qualities
Make people work for armor, especially if it will have a definite in game bonus. Perhaps the quality of the armor adds a certain number of extra hits?
Leather Armor = 1 hit
Composite or Tactical Armor = 2 hits
Metal Armor = 3 hits
Haven't thought about this one much yet, but extra hits are always tough to balance... again, would require an extremely honest player base.
6) Melee Combat
If you want to add in some more realism, I would avoid foam weapons and go straight for Latex weaponry. That stuff looks awesome and would really look the part. If ammo is restricted enough, melee combat might actually take place... will be tough to balance in the game, but perhaps having some zones be melee only... like the castle and the safe zone?
7) Combat VS Non Combat Skills
I know people may cringe at the idea, but having a basic character sheet for a player may not be a bad idea. I'm not talking about anything crazy, just basic stuff... like your "character" can have X amount of skills. Skills are basic, like the following.
Barter = Sell for more, buy for less at in game vendors
First Aid = Patch up wounds with bandages
Surgery = Attempt to heal incapacitated players (basically when the kill rag is finally out)
Craft = Find X and Y, combine to make Z... could make recipes ahead of time
Repair = Perhaps armor degrades with combat? Weapons break when shot?
Fortitude = May walk when wounded (like walking back to town to find a healer)
Radiation Resistance = Only sick at X + 100 radiation instead of X
Heavy Weapons = Able to use M203 vortex rockets and launchers
Lockpick = Able to open locked chests and in game items?
etc etc
You may choose 2 skills and that is all you get... may give players a chance to flesh out their character just a bit more, but doesn't make the game degrade into "My strength is 100 so if I punch you, you'd die". Combat is still real... if you suck with a pistol, you suck with a pistol.
ArchEnemy
22 May 10, 03:35 AM
I was discussing this briefly with El Phantasmo today, thought I'd throw out some more ideas... remember these are just ideas, random thoughts that I haven't put all that much time into.
1) Game Style
IMO, deciding on a game style early is paramount to making this a success. For example, let's look at Freefall (airsoft LARP) VS Battle of Serenity (paintball game). Freefall is a LARP... combat is not guaranteed, and you take away from the game what you want. Currency and interaction are key, but still plenty of room for fighting. Battle of Serenity, however, is a straight scenario paintball game... you go out and fight with objectives similar to things in the show, and that is it. Freefall is a LARP and Battle of Serenity is a paintball/combat scenario.
For the Fallout game, choosing which one is the focus will produce 2 completely different games.
If the game is about role playing, an in game economy, and scrounging supplies, the combat will be intense, more meaningful, and more rare. You will attract more of the role playing crowd because there is more to do than shoot.
If the game is about fighting, then it could be a "Dark Green/brown uniform VS ACU uniform" scenario game with objectives similar to the Fallout storyline. The game would be more about fighting, opposed objectives, easier respawns, and role playing would probably be reserved for the NPCs. You will attract more fighting oriented players and not necessarily ones that are keen on the storyline.
My opinion is that a Fallout LARP has far more potential than a Fallout scenario airsoft game. Wearing ACU and being a "brotherhood of steel" soldier and shooting at "raiders" in woodland does not appeal to me nearly as much as arriving in town with a handful of bottlecaps and a pistol with limited ammo, role playing with other players, and seeing what I can do by going out into the wasteland.
The rest of my ideas are more "LARP" oriented instead of "Scenario" oriented.
2) Limited Ammo
All of the Fallout games involved shooting extremely rare ammo, so I think recreating that would be awesome.Give starting players 20 bbs and make them rare... if you ever get enough ammo to fill up several midcaps, it should be because you spent a fortune or you are a highly organized group. NPCs like raiders could have speed loaders on the, and when you kill them and loot them, they can give you a couple BBs to represent the ammo you get off their corpse.
This system would require an extremely honest player base... one hi-cap snuck into the game could be overpowering. Perhaps buy and use only certain colored ammo per game?
I would also limit the location where players can refill mags... this makes running out of ammo very real. You may have a stockpile, but if you can't refill your mags unless you hit town, then you must be wise about your ammo use.
3) Wound System
Dare I say it... but what about a hit location wound system? Get shot in the arm, lose the ability of that arm. Get shot in the leg, lose the ability of that leg. Shots to the torso or head incapacitate and several minutes of bleeding in this state equals death. Players with First Aid skills could apply bandages to wounded limbs or stabilize dying players, adding some fun support character abilities. Again, this system would require an extremely honest player base.
4) Brotherhood of Steel
This is just my opinion, but I would scrap the ACU = Brotherhood idea. If this is a LARP, players need to look the part... if they want to be bad-ass Brotherhood of Steel soldiers, make them show up in metal armor or armor that looks like it is metal. This ensures that the quality of the role is kept intact. Raiders and Wastelanders are your bread and butter of the Fallout game... people trying to survive and people surviving off of others... but the Brotherhood of Steel is an elite group, they should look like it and players who want to be one should have to put some effort into it. Of course, not all Brotherhood of Steel members wore power armor... but they should at least have some sort of effort.
5) Armor Qualities
Make people work for armor, especially if it will have a definite in game bonus. Perhaps the quality of the armor adds a certain number of extra hits?
Leather Armor = 1 hit
Composite or Tactical Armor = 2 hits
Metal Armor = 3 hits
Haven't thought about this one much yet, but extra hits are always tough to balance... again, would require an extremely honest player base.
6) Melee Combat
If you want to add in some more realism, I would avoid foam weapons and go straight for Latex weaponry. That stuff looks awesome and would really look the part. If ammo is restricted enough, melee combat might actually take place... will be tough to balance in the game, but perhaps having some zones be melee only... like the castle and the safe zone?
7) Combat VS Non Combat Skills
I know people may cringe at the idea, but having a basic character sheet for a player may not be a bad idea. I'm not talking about anything crazy, just basic stuff... like your "character" can have X amount of skills. Skills are basic, like the following.
Barter = Sell for more, buy for less at in game vendors
First Aid = Patch up wounds with bandages
Surgery = Attempt to heal incapacitated players (basically when the kill rag is finally out)
Craft = Find X and Y, combine to make Z... could make recipes ahead of time
Repair = Perhaps armor degrades with combat? Weapons break when shot?
Fortitude = May walk when wounded (like walking back to town to find a healer)
Radiation Resistance = Only sick at X + 100 radiation instead of X
Heavy Weapons = Able to use M203 vortex rockets and launchers
Lockpick = Able to open locked chests and in game items?
etc etc
You may choose 2 skills and that is all you get... may give players a chance to flesh out their character just a bit more, but doesn't make the game degrade into "My strength is 100 so if I punch you, you'd die". Combat is still real... if you suck with a pistol, you suck with a pistol.
some of these ideas are brilliant. for the few that you were somewhat worried about, if it is a LARP game then people will really be there more to role play than to skirmish. i dont think that they will be dishonest often. and as far as the armor goes, lets say a person has tactical armor, the could call out "hit one!" then the next time they are hit "hit two!"
the idea of a basic character sheet is interesting. i think that if you were to do youne, you would have to make a printout say a week before the skirmish. then you should also have them there.
all the best, ArchEnemy
DGSephiro
26 May 10, 08:55 AM
Everyone has had excellent Ideas!
Thanks for the interest everyone!
I like the concept of shying away from some of the more known attributes of the games. It could easily be turned into a post apocalyptic Wisconsin.
Using a pedometer as a Rad counter is fantastic! Great idea! Really, all the ideas I have seen have been great.
I like the idea of an HP system (or limb system) like Kerrik mentioned. Granted yes it would require very honorable players, but really I think we have a fantastic group of players here in WI and would have no problems with that. And I could easily work the mechanics using my previous knowledge of LARPing and tips from the FreeFall game
The one things (assuming this turns into a full blown phenomena) is keeping charter sheets. I LARP'd for 6 years with IFGS (http://www.ifgs.org/) and it was great. The thing we did was keep a player compendium marking each characters skills, inventory and what not. People were encouraged to bring props for whatever they wanted, and (for carry capacity) we would limit the amount of bottlecaps required on field. We could use paper vouchers. Character sheets hold ALL!
The sheets would need to be given to each OC and event coordinator, and then after the game EXP (or whatever we wanna do) treasure (found items, ammo, gear, caps) get saved and will be available for the next game.
I would be happy to volunteer my knowledge of the LARP'ing universe to maintain these character sheets along with any other tips and experience I can share to creating this magical universe.
Additionally, people who wish to NPC would get into the games at discounted costs (or even free :D) depending on everything. Now this isn't to say that being an NPC sucks for you. If we take on the idea of a level system, and buying skills (not combat related) then using EXP is a great idea. the logistics of each persons EXP is difficult to determine now without haveing a grander idea of what the game could be and what will all be in it, but if you NPC then we get NPC EXP and you can put that towards your real Fallout character later. Also meaning that should this turn into weekend events, that one day folks would NPC, and then next they would play, and vice versa.
I could literally go on for hours about how to make a full on crazy ass LARP style game while staying true to RPG's and Airsofting, but I at least wanted to through this out to everyone.
Paul@Apoc
26 May 10, 10:11 AM
Whoever is in charge of this game give me a call at the field when you get a chance, 1-800-303-8222 m-sat 9-5
RedQueen
27 May 10, 02:42 AM
I love this idea.... Even though I suck at the mechanics of the game, I have had a strange love affair with Fallout for years, unfortunately inhibited by by my poor performance as a video-gamer(gimme turn-based Final Fantasy anytime!). This game means I can play Fallout AND shoot people! I love it!
So far I think everyone's ideas have been great, and I love the character sheet idea as well, simply because of its simplicity. Anything that brings my two favorite pastimes, role-playing and airsoft, together, gets a huge 'thumbs-up' from me. If anyone needs help with props or needs NPC's or whatever, let me and the rest of Squad Hindenburg know. We'd be glad to help!
And I'm still loving the bottlecaps.
Specter
29 May 10, 02:42 PM
It's been a while since I've been here. Anyway, now with work and school aside...
If this was going to go down before October or so, I'm down again to help get this together. Whoever has taken charge of this just shoot me a PM.
El_Phantasamo
31 May 10, 03:37 AM
It's been a while since I've been here. Anyway, now with work and school aside...
If this was going to go down before October or so, I'm down again to help get this together. Whoever has taken charge of this just shoot me a PM.
I will openly say right now, we are planning to do this next year.
This gives up plenty of time to work out details, scrounge props ect..
All to give you you guys the best possible game we can!
Stelthturkey
31 May 10, 08:26 PM
If you need/want help, let me know as well.
All I know is I would love to walk my 'character' around in a duster and sherrif's hat or a buisness suit, pre-war hat (fedora) and tortiseshell glasses.
Kratthew D. Kraids
01 Jun 10, 04:18 AM
Character sheets would be a badass way of keeping everyone's info in line, my only concern is having to pull out the sheets too much during the game (i.e. on the field). I could take a crack at spear heading this event, as this would my first event I am completely open to ideas on how to run something like this. I have to say I was pretty blown away at pine cone by Hindenburg for their enthusiasm, Thanks for the support :) For right now let's compile a solid list for game mechanics, rules, combat, props, etc, etc. I am going to start a new thread for this list so it doesn't get in the way of this "Brainstorming" thread, so for solid ideas I will update the list. I'm pretty tired from work so I'm going to hit the sack, not before I start that thread though ;)
El_Phantasamo
01 Jun 10, 09:28 AM
Whoever is in charge of this game give me a call at the field when you get a chance, 1-800-303-8222 m-sat 9-5
Talked to Paul earlier today.
We have full support of Apoc for this event.
DGSephiro
01 Jun 10, 12:44 PM
Talked to Paul earlier today.
We have full support of Apoc for this event.
Yummy!
RedQueen
01 Jun 10, 01:51 PM
Character sheets would be a badass way of keeping everyone's info in line, my only concern is having to pull out the sheets too much during the game (i.e. on the field). I could take a crack at spear heading this event, as this would my first event I am completely open to ideas on how to run something like this. I have to say I was pretty blown away at pine cone by Hindenburg for their enthusiasm, Thanks for the support :) For right now let's compile a solid list for game mechanics, rules, combat, props, etc, etc. I am going to start a new thread for this list so it doesn't get in the way of this "Brainstorming" thread, so for solid ideas I will update the list. I'm pretty tired from work so I'm going to hit the sack, not before I start that thread though ;)
This year will be our first time running anything(APB and a training clinic between a handful of squads) and as I have learned from years of planning horse shows and running youth groups that there are growing pains in every event the first few times you do it. We'll be learning the ropes this year and we'd be tickled to help you over any issues we find next year:P
ThunderLizard and Zenthane are rules-lawyers. They'd love to work on a rules set for something like this. I may have to douse them with cold water to cool their enthusiasm! As for me, I'm going to start saving my bottlecaps and I'm gonna check with LZ129 about getting in more of those Cold War era Russian gas masks we used to have.
Any help you need, we're on it.
Kratthew D. Kraids
02 Jun 10, 03:32 AM
awesome, awesome, I could bust out my Jolt armor I wear for the Ren Faire and walk around in that :]
FoxTrot1
02 Jun 10, 06:59 PM
THIS...IS...AWSOME!!!! you have no idea how thrilled I was to find that a Fallout airsoft game was in the works. I live in MN but this would definetly be worth the trip. I have an idea for raiders. Raiders should wear leather jackets or somthing along that line. Ask for Brotherhood of steel would be a little tricky to pull off. As far as weapons go, spring pistols would be like the .32 in the game then gas pistols would be the 10mm pistols.Quests are a must for an event like this.I was just at Apoc for Breedland and it would be the perfect field for quests because its got so much stuff there to work in safes, "locked doors", and a random raider or two. Would there be a date in the works for this event yet?
Kratthew D. Kraids
03 Jun 10, 04:48 PM
Glad to see your enthusiasm Foxtrot1 :) right now we don't have a date set but I'm thinking and i'm pretty sure everyone else will agree that fall would be the best time to role play post apocalyptic Wisconsin.
FoxTrot1
03 Jun 10, 05:30 PM
Oh heck yeh you have no idea how pumped i am! I was tellin the rest of the guys in my team about it and they seemed to be very interested:D yeh maybe early october or so would be best for me but whatever works best for everyone else. If there is ideas you want me to through in, dont be afraid to ask. Im a big Fallout 3 fan. The whole rads meter thing really caught my attention in a good way. Since We will have a set number of ammo at the biggining of the game that we are trying to have everyone to agree on, .20g would be ideal an if we want a set color light blue would be best since no one I know uses them and would be easy to see when being shot. Just a few thoughts
Kratthew D. Kraids
03 Jun 10, 07:25 PM
At this point we are just braintstorming for ideas, nothing is solid as of right now. I think the only things that are solid is Bottle caps for currency and very limited ammo, so feel free to post away.
FoxTrot1
04 Jun 10, 01:15 PM
Right on! In that cases about the multi hit rule, dont you think that may get a bit messy? Me and my team used to play with those rules a long time ago and from what i found is people not calling hit or they will say "hit 1" more than once, which we all know is not good. Also maybe we could give a total of 15 bbs at the beggining then all other ammo people have to go on quests or just "roam the wastes" for.15 bbs allows players to have a decent amount of ammo but also not enough to go crazy and shoot everything that moves. Another idea I had was since you can eliminate target and retrieve ammo on they body, how about a neckelace type bottle or container that everyone should have on them so if you die, the person can just walk up to you and know where to find the caps/ammo, then when you respawn you can just get a new bottle or container with 5-10 bbs and 5-10 bottle caps. I know it would be a bit wierd haveing people go through your pockets and stuff.Oh and if we decided to use this idea NO DIPPING INTO THEM for extra ammo or caps. Any of these ideas sound good to everyone else?
juansinanos
04 Jun 10, 02:02 PM
I'd love to play a bandit/NPC type role. I agree that multiple-hit rules get messy but perhaps there could be some compromise. Like if you get hit when you are wearing "body armor" then you still go down but can be revived. Then if you are hit w/o "body armor" then you are automatically dead. If you revive yourself or are revived by someone else then you wrap a white cloth around your arm to indicate that your body armor is broken. So if you are hit again you are killed. There could also be a repair place for body armor and they could remove the white cloth.
If we include looting maybe we should limit the amount that you can loot from a body.
As for skills, I would suggest that a person carry something or have an armband indicating what skills that player has.
Micanthropyre
04 Jun 10, 02:53 PM
I think that an item card system should come into play for this game. Everyone starts off with a few bottle caps and a springer. At gun vendors, you can spend bottle caps to buy a card that allows you to carry an AEG, shotgun, bolt action, GBB, etc. This card system could also serve as how you carry various items, and when someone looted you, they could choose to loot BBs, bottle caps, OR an item card.
If you wanted to vary it up, more like the game you could randomly hand out item cards at registration. These item cards could be anything from a voucher for additional BBs or bottlecaps all the way up to an AEG. Just in case people don't have one of each weapon type available, you would rank each card and allow players to trade in their card for any other lower ranked one. Ideas:
AEG>Gas-powered multishot shotgun>GBB>Spring powered multi-shot shotgun>bolt action rifle>Bottle Caps>BBs (all in terms of registration cards)
Just some ideas.
FoxTrot1
04 Jun 10, 07:06 PM
The card idea isnt a bad idea at all. It would suck to lose a AEG card though but thats the game. Also the body armor is a really good idea aswell, and we could use vouchers for that to. I think a tac vest should count as body armor because not everyone has body armor...me included...If we end up selling vouchers for bottle caps, then prices should very for diffrent weapons,i.e. 10 for spring shotguns and gas pistols, 20 for bolt action rifles as long as they dont shot to hot aswell as multi shot shotguns, then 40 for AEGs just so not everyone just goes right to the vendor spend all the caps on a good gun right from the get go. We want to make sure people are going on quest and earn their weapons. We should also start brain storming quest so people have them available. I think NPC should walk around the field and when you talk to them, they can tell you about the quests. I think we should definetly make the castle at APOC as the broother hood of steel HQ or the citredel
juansinanos
04 Jun 10, 09:23 PM
Is this going to be a faction war or is this going to be more of a free for all with alliances? I wouldn't mind something similar to bounty hunter wars but with more LRPG elements.
Instead of vouchers there should be a permit system where you have to buy the right to use certain guns (AEGs/bolt action/etc.). If your caught using a particular gun w/o a permit there could be a penalty of some sort.
Micanthropyre
04 Jun 10, 09:23 PM
Yeah, it would suck to lose your AEG card, but then again if you are rich enough to afford BBs to put in it, you are pretty well off.
Quests are a pretty cool idea, but really what I think the best part of Fallout is the atmosphere. Quests I think would be a way to both balance the economy, as well as gain reputation with different factions. I think reputation with factions would be a good way to set up more than a "Raider/Wastelander" sort of combat scenario.
I also think that settlements and trade should exist. Each settlement would have a different good that originated there, and it would be up to the leaders of each settlement to make sure that they had enough of the various goods to keep their settlement "alive". We could set up settlements at the Castle, the FOB, Tin City, and the safe zone. As I'm assuming this would be a summer game, water would be the safe zone good (and consequently, could probably roll in trade caravans that carried real water, giving whoever had enough stored up an advantage of not needing to send people to the safe zone to replentish), ammunition would come from the Castle (perhaps RP it as an old armory?), the FOB being brahmin, and Tin City being gambling, hired help, booze, etc (akin to New Reno from FO2).
With each area having a certain production, the methods to making cash in the economy are plentiful. Open up a business in Tin City (which really has a great name already), hire on as a Caravan Guard, work as a well-worker at Vacation Springs (safe zone), do quests for the BoS such as retrieving old technology found at the Citadel (castle), or rustle cattle at Sanguine Ranch (FOB). If the honest life doesn't suit you, become a Raider and kill and pillage whoever you see. Maybe you want to start running caravans of your own, peddling merchandise across the land to Wastelanders. Or if you enjoy a challenge, play the market, scavenge supplies, and do it the hard way as a Wastelander yourself.
I love this game idea.
FoxTrot1
05 Jun 10, 01:34 PM
I think the voucher and permit idea are pritty much the same thing and I agree if you dont have the right permit then you should get all of your permits/vouchers taken away. There is some promise I see in the diffrent towns idea. Im just worried that it could turn out bad if they are to close together because it would basically take up almost the whole middle of the field. When people are scaveging the wastes, should people just come across things like boxes or should it be a little harder like they have to unlock sonthing or go through some issues along the way to aquire goods? Any thoughts?
Micanthropyre
05 Jun 10, 02:21 PM
I've got a ton of ideas but limited time, so I'll only start with the basic concept of 'Perks' versus 'Vouchers'.
Perks give your character the ability to do certain things. These cannot be looted. Sample perks:
Pistols: Your character can use any kind of one-handed weapon. This includes GBB and AEG pistols.
Small Guns: This allows you to use shotguns and bolt action weapons. No full auto
Big Guns: Allows you to use any weapon with a 'Full Auto' function.
Melee Weapons: Can use foam boffer weapons.
Explosives: Allows use of M79, M203, Claymores, and Rocket Launchers.
Thick Skinned: Adds 1 point of armor.
Survivalist: If you have not been looted or medic'd in 10 minutes, you may walk with a limp.
I've got more, but I'd need to flesh out more of my ideas for them to make sense.
Perks CANNOT be bought.
Vouchers indicate that you have "purchased" or "found" a certain item type. Vouchers can be looted, because you aren't gonna let someone take your gun. I think this works similar to your 'Permit' idea, except the concept of 'Permits' doesn't play well in the Fallout world. Vouchers would be for any item we would be looking to restrict, but consist of things that people own for themselves like magazines, guns, M203 shells, claymores, etc.
On the different towns: Yeah, there is a bit of crowding there, but it seems inevitable. Tin City is quite possibly the BEST suited place, and it is pretty dead center in the field. Also, I think that Caravans and Trading are going to be some of the best ways to encourage both combat and economy. Essentially, you have 4 main centers of RPing (castle, safe zone, Tin City, and FOB). Each center has a leader, and that leader has missions. Each center also has a "natural resource" that it uses to barter. The FOB has Food, the Safe Zone has Water, the Castle has Guns and Ammo, and Tin City has to make money through mercs, slaves, gambling, taxes, whatever. These settlements are more or less friendly, but that is mostly up to the leaders. City goals would be to accumulate [X] amount of foodstuffs, as well as supply water and have neough ammunition to protect itself from the Raiders.
Another faction would be Raiders. Raiders have to accumulate food as well, but do so in less civilized terms. The most effective way would be to attack caravans, but they could also take advantage of sparse guards or ammunition shortages at the other 'In Play' areas. Raiders are pretty key to this game format, as they drive the economy and combat.
More later.
Kratthew D. Kraids
05 Jun 10, 03:55 PM
I like the idea of having cities and leaders, moar Fallout authenticity! I don't think full auto should be limited to big guns, only rocket launchers, grenade launchers, and mini guns. Explosives should stick to grenades, landmines, and claymores, we really should stick to Fallout's skill system. It'll be less confusing and will allow us to come up with better ideas to improve the LARP aspect of the game. I don't think the card idea would be too fun, it'd be awesome to pull an AEG card but 15 BB's with an AEG versus 15 with a springer rifle. The only benefit I'd see is the Springer guy might have better accuracy and the AEG has a much better ROF It really comes down the end user, and if someone comes to the game wanting to use his Chinese pistol and pulls an AEG card. He'd be really boned if he didn't bring an AEG to the game, I'm sure people don't want to bring one of every weapon type. We could use the cards to gain extra items, make a gambling type game. Pay 20 caps to draw a card and you might get some chems or even a crap load of BB's or caps, or some super special mega item (mini nuke :P)
Paul@Apoc
05 Jun 10, 04:27 PM
Also remember the more in depth and rules you have the more confusing the game is and harder it is to run.
Micanthropyre
05 Jun 10, 08:32 PM
The voucher system is one borrowed from Gary and his Deathlands 2200 game that he runs at WGF. I have not played personally, but accounts have it that it is a manageable system.
I do agree that more rules = more difficulty. This means that if this game is more LARP than Airsoft, it is probably going to be a mess the first time through. I'll outline my in-depth ideas so people can consider, modify, or ignore them as they please.
I'll start at the beginning:
On the website, pre-registration positions will be available. Depending on who is involved, different pre-arranged factions and 'jobs' would be listed. A short example list:
Leaders of each of the 4 settlements
Caravan Leader
Raider Leader
Permanent 'Vendors' at Tin City (Doctor, Perk Swap, Casino Owner, Saloon Owner, Water Vendor, etc)
Brotherhood of Steel
Slaver Captain
Other people would pre-register for either Wastelander or Raider. Hopefully we can have enough people who would swing either so there would be some balance to the game.
At the registration table, if you are a Wastelander, you recieve a laminated Character Card, a speedloader of BBs, 10 Bottle Caps, 2 Perk/Skill cards, and a random Inventory card. Inventory cards would be ranked, here is an example:
1) AEG
2) GBB
3) Multi-Shot Shotgun
4) Pump Shotgun/Bolt Action Rifle
5) Extra Magazine
6) 10 Extra Bottle Caps
7) Stim Pack
To combat the whole "not bringing every type of gun" scenario, as I previously posted someone can trade a higher numbered card for a lower numbered card. This means at worst, you'll start off with 10 extra caps (which anyone can use). A character can carry a limited number of Inventory items, for now we can go with 5.
Perks would be similar to what I previously posted. I catagorized AEGs as Big Guns because quite frankly, I think every perk should have some use, even if we have to bend the Fallout skills and perks some. Players get to choose their 2 Perks for themselves.
The Character Card would have a fairly comprehensive list of rules. Obviously the game should be made as simple as possible but still carry RP flavor. The Perk cards would have the exact ruling printed on it. As a side note, Spring Pistols would be useable by anyone, regardless of whether or not they chose a weapon-oriented perk.
At first, I thought that a health/medic system like the one at Freefall would have worked best to allow more armor types and whatnot to be involved, but I think that a simpler system should take place. My suggestion now is that when you are hit, you go down. If someone comes to heal you, and one of you has a Stim Pack to use, the person applies pressure for 1 minute and then tears up the Stim Pack card. No stim packs, no heals.You then can walk to a town and pay a doc to finish fixing you up. Alternately, if an enemy comes up to you and loots you, they take 1 Inventory card OR all your Bottle Caps OR all the BBs in your speed loader. At this point, they can 'Bang' kill you, and you are dead. You go back to the registration table, forfeit any Inventory cards BBs and Bottle Caps, and start fresh. They can also be bribed into healing you then, or they may choose to 'capture' you and sell you to the slavers. If sold to the slavers, you spend a half hour in the Slave Pens, and once your half hour is up you forfeit all Bottle Caps to the Slaver Captain, and you are released to continue playing.
There would be several Quest Givers, generally from the pre-registered folk playing special people. The Slaver Captain would hand out quests to capture slaves, the BoS would give out quests to find and deliver Old Tech, the Leaders could give quests to make sure a caravan arrives with supplies, et cetera. Quests can give anything from money to items and even extra perks. To prevent metagaming, quests would be kept secret until the giver is asked during the game. Individual people can also give out quests with rewards from themselves if they so desire as long as they stay within the rules.
Raiders are built for the people who mostly just want trigger time, and don't want to mess with a somewhat complex set of rules. Raiders don't have perks or collect bottle caps, and don't play by the same medic rules. They do carry speedloaders and Inventory cards, and they can be looted. They cannot be captured to sell to slavers, and they cannot be healed on the field. Raiders respawn at a different location on the field. Raiders only loot 'goods' from Caravans. They don't bang kill lone enemies, instead they capture them to sell into slavery.
Here is a list of some of my Perk ideas:
Pistols: Your character can use any kind of one-handed weapon. This includes GBB and AEG pistols.
Small Guns: This allows you to use shotguns and bolt action weapons. No full auto
Big Guns: Allows you to use any weapon with a 'Full Auto' function.
Melee Weapons: Can use foam boffer weapons.
Explosives: Allows use of M79, M203, Claymores, and Rocket Launchers.
Survivalist: If you have not been looted or medic'd in 10 minutes, you may walk with a limp.
Strong Back: Doubles the amount of Inventory items you can carry
Pack Rat: Doubles the amount of Magazines you can carry (a normal person can have 1 per gun+1 for each Mag inventory card).
Medic: Doesn't need a Stim Pack card to heal someone else
Fast Metabolism: Can run with a limp after being healed
Scrounger: When taking an Item card while looting, can also take BBs
Master Trader: Get a 10% Discount from dedicated vendors
Doctor: When in a settlement, you can restore someone to full function
Whew. Long drives give me lots of time to think.
Specter
06 Jun 10, 04:34 AM
+1 to the Mysterious Stranger perk!
Stelthturkey
06 Jun 10, 02:56 PM
Sounds pretty unforgiving. People are going to want to establish a character: with goods, items and get into the feel. If we want to keep this going/make it into some what of an ongoing series I say limiting what all can be looted/taken/making people start over. Harsh rules for being looted and people losing most of what is their 'character' might result in less interest and people possibly getting aggravated, leaving the game or other problems. Just a concern.
For the most part, I don't see this as being a huge "trigger time game". I would like to see it take on more of a role playing and in-depth game play style. Engaugements would be scarce, unless you're a raider or just someout who's going out to be trigger happy. The concern would be on making a cool game and having a good time in something we are all familiar with and obviously enjoy the idea of. I guess I would rather see it be more of a fun/entertaining type game vs. Fallout 3 with the FWE mod.
Kratthew D. Kraids
07 Jun 10, 02:39 AM
Sounds pretty unforgiving. People are going to want to establish a character: with goods, items and get into the feel. If we want to keep this going/make it into some what of an ongoing series I say limiting what all can be looted/taken/making people start over. Harsh rules for being looted and people losing most of what is their 'character' might result in less interest and people possibly getting aggravated, leaving the game or other problems. Just a concern.
For the most part, I don't see this as being a huge "trigger time game". I would like to see it take on more of a role playing and in-depth game play style. Engaugements would be scarce, unless you're a raider or just someout who's going out to be trigger happy. The concern would be on making a cool game and having a good time in something we are all familiar with and obviously enjoy the idea of. I guess I would rather see it be more of a fun/entertaining type game vs. Fallout 3 with the FWE mod.
I agree, as I already pointed that out in my last post. I really don't want to have super limiting rules that will just end up frustrating players. Like Paul said too, keep it simple.
Micanthropyre
07 Jun 10, 12:21 PM
If the general consensus is that the weapon cards and looting are too complicated..... then they probably are. Limiting BBs should be enough to keep this from being a BB Fest.
Perks and whatnot should be pretty easy to understand, as the rules would be printed right on the card. I do think that limiting certain inventory items should still take place, just so people have something to spend their hard earned bottle caps on.
I think that Raiders and 'capturing' people to sell to the Slavers can play a huge role in this game. I also think that we can legitimately bridge the gap between the RP and the Airsoft, and provide both to the player base. I'd imagine you could spend your entire day 'working' in Tin City and never pull the trigger. I also imagine that if you are a Raider, you could be prowling all day.
Keep the comments and constructive criticisms coming!
FoxTrot1
07 Jun 10, 08:29 PM
I think the weapons cards would be one of the best ideas thus far. Since everyone with only get a spring pistol at the begining, I think they must earn or work for a better gun. Plus I think it would play a huge role in the in-game economy. I dont think it would be that complicated if people have a card that they keep with them that says what there are permited to use as far as weapons and armor. Also I have an idea for keeping everything together as far as permits,caps, and bbs. At the begining of the event when people register they should get a satchel of some kind(as simple as a string and cloth pouch) that they hold thier bbs, caps, and permits so when they are shot and looted everything is in one spot. So all you would have to do is empty the dead persons pouch into your own then give the pouch back to them and you continue playing. It was the easyest thing me and my guys could think of so we could keep the looting aspect of the game as quick and easy as possible.What do all of you think? I love this lay out process! No joke me and all of my guys(10+) have just been talking how pumped we are for this event to take place. Thank you to whoever thought of putting this together! two thumbs up
Kratthew D. Kraids
08 Jun 10, 03:32 AM
Thank you to whoever thought of putting this together! two thumbs up I started the ball rolling on this, so thank you! But right now it's Sephiro and I for now who are the ones writing the rules in stone, we have lot's of people contributing so for me to take all the credit would be really Douchebag'ish. I will make sure everyone gets credit where they deserve it. Tell your 10+ buddies if they have any ideas to log on and post away!
Rekkon
09 Jun 10, 10:37 AM
For damage, wounding and armor, why not use a system like what Gryphon has in Freefall? Namely every time you are hit, you are wounded. Each wound has a particular severity level, and your current wound status is the sum of all wounds you currently have. When this sum reaches a certain level, you are dead. Armor lets you ignore a certain level of wounds, and different wound levels have different effects.
For example (and I am working from memory here, so this might not be exactly what the Freefall effects were):
0 – Perfectly Healthy, no restrictions
1 – Lightly Wounded, can use all weapons/items but can only walk
2 – Moderately Wounded, can walk with a limp, use items and use pistols
3 – Badly Wounded, can crawl and use items, but no weapons
4 – Gravely Wounded, can not move or use weapons/items, can talk
5 – Near Dead and unconscious, unable to talk, move or use any weapons/items
6 – Dead, go respawn and make a new character
When you are hit, you call it and sit down to open a wound packet. This packet will have a number from 1-6, which indicates the severity of your wound. If your wound level is low enough, you can continue to take actions until hit again, when you open another wound card and add its number to your previous one.
If you have armor, you get to subtract the level of your armor from your wound severity level. So if I have level 2 armor, and I get hit and draw a level 2 wound, my wound severity evens out to 0, so I can continue to act as if I am perfectly healthy.
Stimpacks or other non-permanent healing items could let you ignore say 2 wound levels for a period of time. This would be enough to get you from a 4 down to a 2 for a while, so you could defend yourself minimally and limp into town for medical treatment. It would be best to have each item have a label that listed how its effects work to remind players of the relevant rules when they are in the field. It would be cool if you got a bunch of syringes to be the stimpack items. They could be filled with water (or water with food coloring) to indicate they were unused, and to ‘use’ one a player would merely push the water out to get the stimpack effect. Empty syringes could be returned to maybe a medical shop where a player could refill them and put them back on sale ingame.
A variation on this idea would be to have each armor level basically absorb a hit. So level 2 armor would let you take two hits before you had to open a wound packet. You should have to have a card or something that lists your current armor status. When hit, you call it like normal and sit down to remove a level of armor (say by tearing up a card) before standing again to continue to fight. Each “armor type” would have a max level that it could be at. If you are lower, you just have damaged armor. Then add in some players that have the ability to ‘repair’ armor.
I like the idea of getting a satchel in which you have to keep all game items that can be looted. In Freefall, you merely had to give up all your game items if you were incapacitated and another player touched you and said ‘looting.’ The satchel would let people physically have to search you and take your stuff, without needing to actually contact the player to riffle through his pockets and stuff. It would also be a clean way to separate what could be taken and what could not.
At Freefall check in, each player got a little envelope in which they kept all the cards that pertained directly to their character. When wounded, you put the wound level card in this envelope. Fallout could do the same for armor. You add/remove cards as you take damage, get repairs or get healed.
I also wanted to share an idea I had for this a while back, namely how to implement some of the chems. Again, they could be a bottle with a label to describe their effects (say Buffout: ignore 1 wound level per use), but have the bottles contain vitamin C tablets and the player has to eat one to get the effect. In case anyone is worried, vitamin C has a crazy low toxicity. You would need to eat kilograms of the stuff to risk an overdose. Additionally, each chem container should have a bunch of little packets inside, like the wound packets. Only these are for addiction. It could work the same way too. Each time you use a chem, you open a packet and it has a number from 1-6. When your addiction packets add up to a total of 6 or more, you are addicted and suffer the addiction effects listed on the bottle. Using my earlier Buffout example, a good addiction effect would be effectively adding 1 to your wound level at all times (so the lowest you could go is 1). Now you need to eat more Buffout just to get back to a normal 0. Addiction of course can be cured by a doctor.
Item idea ramblings based on above wound system:
Stimpack: Ignore 2 wound levels for the next 10 minutes.
Buffout (or Med-X): Ignore 1 wound level per use for the next 10 minutes. For each use, open an addiction packet. If addicted, add 1 to your wound level until cured.
Medikit: Administer aid with the medkit for 1 minute to injured player. Player gets healed 1 wound level (keep it low to make combat dangerous and encourage doctor use).
Radaway: Use to reset your radiation level to 0.
Rad-X: Turn off your radiation meter for the next 10 minutes.
Kerrik13
09 Jun 10, 11:42 AM
Ooh so many ideas floating around right now.. I'm in LARP mode with Freefall coming up. :)
As for the complexity VS simplicity, I think it really comes down to what kind of game (thus environment) do you intend the game to be. An airsoft game usually means fast paced, lots of action, people show up to fight... but a LARP might involve more complex rules and less combat. My biggest interest in a game like this would be for the LARPing aspect, so I would expect a complex rules system so that half of the fun is tweaking/finding/roleplaying/leveling up things. But that is just my opinion.
As for the "satchel" for in game items, how about everyone is required to bring and use a $1.00 pencil holder case (those nylon things) as their "inventory" and they put their stuff in there?
Here is another combat system for the community brainstorm... :)
Combat/Wound/Health Level System
What if armor, wounds, and stimpacks all combined into a wound system that is still mostly combat related but has perks depending on what you do or use.
When you get shot, you pull out a kill rag as normal. But what you do next is based on your armor level.
No Armor = Cannot move when wounded/hit, can be bandaged 1 time (one arm)
Light Armor = Low Crawl when wounded/hit, can be bandaged 2 times (2 arms)
Medium Armor = High Crawl when wounded/hit, can be bandaged 3 times (2 arms and 1 leg)
Heavy Armor = Stumble/limp walk when wounded/hit, can be bandaged 4 times ( 2 arms and 2 legs)
*** If a player is wounded beyond their armor level, it basically means they must be dead man carried to a doctor or medic to be assisted. For example, if an player with no armor and a bandage on them is shot again, they go down and would need to be carried back for help, but if that player had light armor on then they could have been healed one more time.
Then you have to apply a bandage (ace bandage works best) to a limb to be healed and back into the game. Players are allowed to bandage and stimpack themselves in this kind of ruleset. The trick is that you can't use any limb that is bandaged real well (useless arms, limp legs). This means people will get beat up pretty quick and become less and less useful.
Players can then apply stimpacks (Perhaps small syringes with the needles removed and then a portion of it wrapped in tape) to their own wounds or to other people's wounds. This could be red electrical tape that is unwound off of the stimpack and then you'd wrap or cover the ace bandage in tape, thus "stimpacking" the wound and then you can use that limb freely again.
If you take chems, it could be black electrical tape instead, the chemicals help you ignore the wounds affects.
When you get back to town, then a doctor NPC would have to patch you up and remove the tape and the bandages. He knows how beat up you are (by the ace bandages) and how many stimpacks or chems have been used to ignore/alleviate the wounds. The doctor NPC then makes the call if you've become addicted or not and can update your character card with how many times you used chems.
If a player had a medical skill for one of his "skills", perhaps they could roleplay (with a set of medical supplies) a stimpacked wound and remove it entirely, thus allowing medic oriented players the ability to remove some wounds periodically.
Empty stimpacks (the tape has been removed and used) can be refilled back at the Doctor NPC for a price.
In this scenario, every item has its purpose.
Armor lets you do more while wounded and lets you be healed more times, but doesn't mean you can ignore BBs that hit you.
Stimpacks alleviate wounds effects, but don't actually get rid of them. (Useful in game item)
Chemicals alleviate wounds as well (Also useful but at a price...)
There is a real need for a Doctor NPC or Medical Skill to remove wounds and heal people up.
Just an idea... I'm sure I'll think of more later.
Micanthropyre
09 Jun 10, 01:14 PM
I am also in LARP mode, and I'm a huge Fallout fan.
It seems the people are split on LARP versus Combat style game. I still think we can cater to both these game types with the right planning.
I'm pretty on board with Kerrick's wound system, but I think we should either go with the different movements OR the different amounts of bandages. Both seems pretty overkill to me. I like the chems and stimpacks idea, and having medics and NPCs play a big role in chem and wound management.
I think one question to get out of the way early is whether or not the game should include character death, i.e. go roll a new character dead. If not, established penalties for getting 'knocked out' need to really be examined.
The Karma system is a pretty big deal in Fallout games, and if we are going to make a complex-ish set of rules, I think Karma should come into play. Certain NPCs might only deal with people within certain Karma ranges, and Karma would be gained and lost by completing different quests. I think questing could be something that has a huge impact on the game, but unlike MMORPGs some quests could only be done once per game, and the players completing these quests could then earn titles, jobs, special items, etc that could really immerse players in the game and have them feel like they are making an impact on the game world.
To get back to something general, there seems to be 3 systems that would need to be worked out for this game to be a full-fledged LARP.
1) Hits/Wounds/Chems system. A couple ideas floating around
2) Inventory/items/Weapons: Looting? Gun restrictions?
3) Character/Perks/Skills: What is the overall impact on the game?
The more systems in place, the more depth the LARP aspect of the game will have. I suppose the hard part is making the systems easy enough to implement, and complex enough to add real variation to the characters.
FoxTrot1
09 Jun 10, 05:04 PM
All these ideas about the health system are great, but my only worry is that it sounds way to complex. Im new to LARP games and as a newer guy to this style of gaming I think we should keep it way easeir. To many rules will detore players interested in playing this event.
I think we should do the armor damage system but just have two armor levels. If you are shot with no armor then you are down with a kill rag on, then you or another player may use a stimpack only once, then the next hit results in a "knocked out" then you would go back to the safe zone or another respawn piont. Next if your wearing the first level of body armor(tac vest) then you can get shot once then yell "hit 1" then the next hit you lay down with a kill rag then either heal yourself with a stimpack or have another player heal you. After being healed you have to wear a arm band of tape showing that you have taken your round of hits. After the next round of hits your "knocked out" then head back to respawn. The last level is like the first level but you have have up to two arm bands, one on each arm. Thats that will make it simple yet effective for LARPing. The "knocked out" would also just mean that you blacked out due to wounds but your character isnt killed.
I wouldnt mind going out and buying a $1.00 pencil holder for the satchle. Like I said in my last post, it would make it way easeir and clean for looting a dead player. Im glad we are considering it:)
Chems would be fun but like the armor system, im just worried that it would get to complicated for new LARP players. We have very good ideas but could we revise them in a more simple manner? Limping and such gets gets to be more or a runnig skip iv found from other event and just playing small skimishes. I just want everything to be simplified to avoid from people getting mad if they shoot some one and they see them running after being healed. Im not saying people will be dishonest, im just saying in the heat of a game, players find inventive ways to bend rules
Ungrim123
11 Jun 10, 04:56 PM
Thunderlizard here, tossing in some ideas and thoughts! As a long time time Fallout fan, this game has me excited. Very excited. Like I wanna go and find a way to make power armor and a gauss rifle. Right now.
Anyway...after looking at the rules being thrown out there, here are some thoughts:
Character Sheets: Great idea. Having a small sheet with a few skills could add some real flavor to the game. Skills like medicine, science, barter, repair and possibly gambling would be great additions, and not really affect a person’s personal ability to play. All could easily be used in quests if such things are used.
Perks: As much as I love the idea, I think that including a perk system for the first run may be a bit much. Balancing a list like that that could be a bit much when the organizers also have to worry about getting the story, npc’s, props, ambiance and everything else done in ADDITION to the normal problems running an event. There will be kinks with the basic rule-set this year, it’s inevitable. Personally, I would concentrate on getting the base rules and character sheet ironed out before adding perks.
Wound Rules: Either the Freefall rules or the rules Kerrik posted earlier.
Basic Gear: Guns should be controlled, but I think the best way to do that is through ammo. I remember from the older games always having a pile of looted guns to sell after an encounter, but being always careful with ammo. If you want to bring a SAW, fine. If you don’t have a team to help you get ammo for it though, you’re ____ out of luck. For starting gear, I think 2 midcaps, 1 SAW mag with about 400 rounds and maybe 4 mags for pistols and 1 speed loader is reasonable. It’s enough to get you through a few fights but not enough not to worry. I like the idea of stim packs being used, maybe as a way to heal 2 points of damage (again assuming the Freefall wound rules).
Cards and Looting: At reg, or if purchased in-game, the player receives a card for each of their weapons, speed loader and stim pack. If at any time the player can be looted (Freefall rules) the looter can ask for the downed players cards. These cards can be traded in for more ammo or another stim pack. I think this will help control a person having some bad luck and after 45 minutes having to use nothing but a springer. You don’t lose your basic gear, but the wining player does have pretty solid benefits to looting.
“Advanced” Gear and $$: Having laid out the above, looting anything else is fair game. Any quest-related items, caps, orangutans’ or breakfast cereals are free game to loot, and in fact you would be foolish not to do so! Looting the bodies of you’re fallen enemies is part of fallout, and a large part of the fun.
Anyway, that’s all I’ve got right now. Anyway, this game is gonna be awesome!
Micanthropyre
12 Jun 10, 12:13 PM
I don't think 'skills' in Fallout terms (percentage points that add up to give passive bonuses) really apply well to a LARP situation. Perks, that are a static bonus that applies directly to in-game rules, are the easiest way to customize a character.
Essentially, the concept of a game where you customize the key components of play by character operate on the same base system: a strict set of rules. Once the base rules are established, customization happens by allowing players to choose a limited number of rules to bend or break, and depending on the character or play style certain rules are more important to bend than others. The easiest way to model this is with the wound system. I'll use Kerrick's wound system for this example.
Perk: Toughness [Add one level of Armor].
The rule being bent is the Armor rule.
If you are a character who is probably going to see a lot of combat, and you do not plan on using Heavy Armor, this is a good perk for you.
If you are going to be wearing heavy armor, this is a bad perk for you (no more limbs to bandage).
If you are not going to see a lot of combat, this is probably a waste of a perk for you.
I think this level of customization is critical to a game type like this. I would like to know that through my own design and forethought I can be a (relatively) unique character beyond a funny accent. Giving players 20 Perk choices and letting them pick 2 is a great way to build diverse teams that might just rely on each other out in the Wasteland.
These perks don't even have to be combat related. The only requirement is that they need to have a rule set in place to bend or break. This is why having Combat ruleset, Inventory/Looting rulesets, and Questing rulesets all can add so much to the game. Essentially, this adds 3 physical elements to the game.
I know I've posted a lot of stuff already, and I might be repeating myself in some areas but I'm going to try and aggregate all my ideas once again since some of them have evolved.
Player Requirements: Dress the part, and at least have a single-shot spring weapon available to you that requires some form of action before firing (bolt/pump/slide). Bring a pencil case or similar carry case for your cards.
At sign up, you can choose to either be a Wastelander or a Raider.
As a Raider, at registration you receive 1 random Weapon card, a Slave counter card, a random number of Bottlecaps, and a speedloader of BBs. The only way you can gain a different weapon is to loot it off of another player, or if your Weapon card is looted by a different player and you get a new one at Respawn. As a Raider, you may ONLY loot a Weapon card off of another player, or goods from a caravan. Bottlecaps and other inventory items are off limits. Your mission as a Raider is to capture people to sell into slavery, where you recieve a reward based on the number of slaves you have already sold to the Slavers, or to get supplies from Caravans by attacking them. Raiders cannot be sold into slavery, and may not be medic'd. Upon getting shot, a Raider will lay down and display their kill rag for 5 minutes, and then return to Raider respawn. The advantage of being a Raider is more combat, fewer rules, defined missions, and easier re-entry to the game after character death. The disadvantage is less character depth.
As a Wastelander, at registration you recieve 1 Character Sheet, 2 Perk cards, 1 random Inventory card, a speedloader of BBs, and 10 Bottlecaps. You may loot any Inventory cards or Bottlecaps from downed players. You may be Medic'd, killed, looted, sold to slavers, just about anything the rules permit. Your mission as a Wastelander is merely to survive out there and make your fortune. How you go about it is up to you. Quests and jobs would be available, it is up to you to utilize your Perks, your reputation, your allies, and your skill to make your way. The advantage to being a Wastelander is more roleplay opportunity, more complex and diverse characters, and more freedom. The disadvantage is a complex ruleset.
Weapons are restricted by Inventory cards. A single-shot spring weapon requires no inventory card to use. Weapon classifications are simple for the cards.
Melee Weapons
Semi-Auto/Multishot Shotguns
Full Auto Capable
Explosives (M203, Claymores, etc)
I understand this is a step away from Fallout, but it still needs to be simple and manageable.
Other inventory cards would include Stimpacks, Magazines, Quest Objects, and Chems. Stimpacks and Chems would be slightly unique, as they would need to be 'applied' sometimes.
Upon being shot, several things might happen. You might get bandaged up, you might get 'captured' and sold into slavery, you might get looted, and you might get killed. Rules on each of these would need to get fleshed out.
Rekkon
12 Jun 10, 04:00 PM
I too like the character sheets option. It could be an abstraction/simplification of the Fallout stat/skill/perk system. Obviously we cannot alter our own physical characteristics, so this could be a way to diversify players and their roles within the game. For instance, there could be say Doctor and Repair perks. A player could take one of these and use it as the core for his/her primary activities. Instead of everyone being a wasteland adventurer out and about competing for the same quests/loot/territory, people with these specialized perk roles could stay in town, roleplay more and support the activities of those "in the field." The wasteland is a dangerous place, so the Doctor perk will let someone patch wounds, purge radiation and cure addiction, etc. If more than one person has a perk, now they compete for business. Same thing with Repair. Depending on the weapon/armor rules, someone might be needed to repair those and potentially other items.
There are lots of possibilities for this too. Maybe the Barter perk makes you a vendor/caravaner who starts with substantial trade goods. These things could be useless for adventurers, but someone in the next settlement will pay good caps for them. Taking Small Arms might let you start with an AEG, Explosives gives you grenades and Heavy Weapons gives you a NERF launcher or M203. The upside is that you obviously start with much heavier firepower, but you use up a perk slot for that advantage, which might be quickly lost if someone shoots you and loots your body.
FoxTrot1
12 Jun 10, 06:37 PM
YES YES YES!!! the last two post were right on with what I was thinking aswell. I vote for that rules set. Should we make up quests or is there going to be one apointed person that makes all the quests? There probly should only be one person makeing them, otherwise the players that make them will have a distinked advantage over everyone else. Maybe if someone is a NPC, they should make quest and we could just post ideas for quest but they are the only one that will know for sure whats really going on. If this idea appeals to the rest of you we should vote on it.
Also prices for items should either be discussed or again we should apoint one person to finalize price but we just put in our two cents that would make it easyer or harder for people to purchase items.
Does anyone know if we are set on haveing Four towns? I think that would add alot of depth to the game. Plus caravans going from town to town would provides caravan support quests for caps or ammo. Even more thay could help peoples karma(rep).
I luv the ideas guys! good job:]
Ungrim123
15 Jun 10, 07:04 PM
I personally like the idea of skills because they don't just affect you, they can help shape how your character interacts with the world.
You are very right about how skills, as they are in Fallout, not working in this style of game. Trying to do the 1-100+ range would be a nightmare to do in a live-action setting, and would be silly to attempt. However, having lets say 3 ranks to a skill would make it simpler. Here's an example of how I would run it.
Medicine
Rank 0: No skill at healing whatsoever.
Rank1: Basic first aid, must keep contact with the person for 2 minutes, applies white arm band to person. Can heal a person once.
Rank 2: EMT level, must keep contact with the person for 1 minute, applies blue arm band to person. Can heal a person twice.
Rank 3: Doctor, must keep contact with the person for 30 seconds, applies red arm band to person. Can heal a person three times.
Each person could have a maximum of 3 arm bands, any valid combination above, like 1 white and 2 reds would be allowed
Now I realize that this would not work with the wounding rules being discussed, but this was the best example I could think of at 12:02 am. I just personally like the idea of skills over perks becuase it goes beyond just your character. I also would like th see all the crazy things that could be done with a rank 3 in science. Im thinking maybe access to "explosives?"
Blamo.
Asylum
23 Jul 10, 07:44 AM
Interesting rule set from Russia.. Seems they have a different way to play from what I have translated.
http://www.fallout2009.spb.ru/rules
FoxTrot1
24 Jul 10, 09:51 AM
Interesting rule set from Russia.. Seems they have a different way to play from what I have translated.
http://www.fallout2009.spb.ru/rules
Wow! You can read that? cool. I cant so could you tell me how they play...In a nutshell.Lol
if you use google chrome, right click it and click translate to English and your gold.
these are trhe rules we are going to give a whirl and see what happens in a couple play tests
FoxTrot1
25 Jul 10, 08:52 AM
Wow wow wow! They got some crazy rules. They must play in a condemed town or somthing since most of the rules are about being carful for stuff sticking out of walls and barbed wire everywhere.I also think they must play 24 hours on the field at a time because the camping situation is a little scary(when you leave the tent you must have eye protection).That would be really cool to do a 24 hour game but APOC wont let us get anywhere close to a dangrous situation like with the tents and stuff.If anything they will let us camp in the safe zone but we can roam the field for a 24 hour period to "scavange the wastes". Im not sure where we stand on the play time.Does anyone know?
Rekkon
24 Sep 10, 07:18 AM
I have at least five empty vitamin bottles of various sizes the organizers can have if this event gets underway. Buffout anyone?
DGSephiro
24 Sep 10, 07:33 AM
I have at least five empty vitamin bottles of various sizes the organizers can have if this event gets underway. Buffout anyone?
That would be excellent! Thanks alot Rekkon!
If you could bring those to Op: Plauge (if your going) that would be fantastic.
Paul@Apoc
24 Sep 10, 01:19 PM
Wow wow wow! They got some crazy rules. They must play in a condemed town or somthing since most of the rules are about being carful for stuff sticking out of walls and barbed wire everywhere.I also think they must play 24 hours on the field at a time because the camping situation is a little scary(when you leave the tent you must have eye protection).That would be really cool to do a 24 hour game but APOC wont let us get anywhere close to a dangrous situation like with the tents and stuff.If anything they will let us camp in the safe zone but we can roam the field for a 24 hour period to "scavange the wastes". Im not sure where we stand on the play time.Does anyone know?
I have actually run games before that went all night where you had to be wearing eye pro when you exited your tent, but that was along time ago.
Rekkon
25 Sep 10, 08:36 AM
That would be excellent! Thanks alot Rekkon!
If you could bring those to Op: Plauge (if your going) that would be fantastic.
I am, and I will. You're quite welcome. I hope they add a lot to the event.
Cthuluman3
06 Oct 10, 08:45 AM
Okay, First we have a Zombie op, then A Cops and Robbers op, then a FIREFLY op, now a FALLOUT OP????? I love you people so much.
I think the idea of quests would be a great Idea, and add a fun element to both the combat and larping side of this event. Like stealing food/ ammo from a raiders camp, stealing intel from a Brotherhood of Steel or Enclave patrol, or finding a missing caravan. A vault opening for the first time in a century. If any people are still hungry for brains after Op Plague, we could easily have Feral ghouls running after people. This setting has so many angles that the sky is literally the limit for what people could be doing.
And when it comes to story, The enclave and Brotherhood fighting over a wasteland town could yield larping oppurtunities, or frantic combat.
And If you guys need any more materials, i haveve been making nuka cola caps and bottles for about a year, you are welcome to them if you want.
RedQueen
07 Oct 10, 03:23 PM
That would be excellent! Thanks alot Rekkon!
If you could bring those to Op: Plauge (if your going) that would be fantastic.
I have a few as well. Not sure what size you're looking for, but I can bring what I've got too, if you want 'em...
Cthuluman3
07 Oct 10, 04:41 PM
I also found these on deviant art from WhatPayne, labels and cap covers to turn classic coke bottles into Nuka Cola bottles and caps. Also there are plenty of papercraft models for ammo boxes, missles, and even Mini nukes, all of which could be great props.
Just throwing that out there.
http://s1212.photobucket.com/albums/cc445/Cthuluman3/?action=view¤t=Fallout_Nuka_Cola_Label_by_Whatpayne.jpg
http://s1212.photobucket.com/albums/cc445/Cthuluman3/?action=view¤t=Nuka_Cola_old_school_batch_pt1_by_Whatpayn e.jpg
http://s1212.photobucket.com/albums/cc445/Cthuluman3/?action=view¤t=nukasheet.jpg
LOL...hell yes. I'd like to see what that looks like on a bottle. Well done
Stelthturkey
08 Oct 10, 08:48 AM
MOAR!
(Brainstorming, ideas & props...)
http://fc00.deviantart.net/fs70/f/2010/073/0/1/Fallout_3_Ammo_PDF_pgs_1_40_by_billybob884.pdf (56k WARNING!)
http://www.instructables.com/id/Fallout-3-Food-Lables/
http://emptysamurai.deviantart.com/gallery/#fallout-props
http://emptysamurai.deviantart.com/gallery/#Fallout-liquor-labels
http://www.kotaku.com.au/2010/06/these-fallout-drugs-pre-date-the-apocalypse/
http://weeklygeekshow.com/buffoutlabel_300dpi.jpg
http://fc02.deviantart.net/fs40/i/2009/017/b/b/Nuka_Cola_Cherry_label_by_Whatpayne.jpg
http://fc07.deviantart.net/fs27/i/2009/242/2/b/Nuka_Cola_old_school_batch_1_5_by_Whatpayne.jpg
http://fc09.deviantart.net/fs45/i/2009/081/5/a/Nuka_Cola_Clear_label_by_Whatpayne.jpg
http://geekadelphia.com/wp-content/uploads/2009/02/quantum_label.jpg
http://geekadelphia.com/wp-content/uploads/2009/02/nuka_cola_labels.jpg
http://dywa.deviantart.com/art/first-aid-kit-II-104188052
http://dywa.deviantart.com/art/adrenaline-145147300?q=gallery%3Adywa%2F8716013&qo=0
I like Kerrick's Armor/Wounding rules all in one.
I can contribute some syringes as props... Hmm, that sounded bad.
Can I just wander the field with a boffer axe and an RPG Launcher? I was thinking I could wear my pineapple shirt and a gasmask. I don't know anything about Fallout. I tried to play one of them once, but my character kept dying from venereal disease all the time so I never made it very far.
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