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Fallout: The Roleplaying Game?

Wayward Son

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I was looking into FTRPG to see if it might be fun to get a group of people (irl) together to play it. Does anyone here have any experience with it? What are y’all’s opinions?
 

deuxhero

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Besides DRM Dice and proprietary scale, its mechanics are a weird attempt to recreate Fallout 4's mechanics in a tabletop game rather than make a functional Fallout tabletop game. The random junk table is full of plastic items, showing whoever made it had no real understanding of the setting. Just use one of the half dozen Savage Worlds conversions.

Edit: Oh, here's one not mentioned a lot: The adventure writing sucks. The intro adventure has the PCs (pregens that include a non-binary ghoul, because <1% percent of the population, 50% of the characters)
escort a scientist that explicitly has effectively unlimited stimpacks (this one is OK, it's a tutorial adventure, he explicitly makes them and only actually has half a dozen on him if he dies, but keep this detail in mind) into a vault to rescue someone hiding there. The scientist lies this woman is his daughter (and does care about her), but absolutely no biographic information is given for when the PCs inevitably ask "How old is your daughter?" "What does she look like?" something that would be important since she's an adult and the vault has some raiders who followed her in to fight with. The PCs find the woman injured who gives a dying speech about where her secret treasure is (if the PCs pass a charisma check) and how great the outside world is. No mention in the slightest is given to the inevitable attempt at healing her even though the adventure also reminds you stimpacks in this system can stablize characters who have fallen unconscious.
The adventure in the main book (instead of the quick start booklet) is even more retarded. It doesn't even seem like an adventure for the setting, which is horrible for an intro adventure.
People are going crazy and killing each other because... memory loss from radiation? Even in Fallout that's not how radiation works, much less radiation that's explicitly contained inside a functioning reactor based on pre-war tech. No, saying it's an Institute plot only makes it more retarded. At that point radiation is literally just magic that does what the plot wants, in-fact I really suspect this was re-written from a fantasy adventure where it actually was magic.

The first published standalone adventure spends more time detailing a woman's wife (again, tiny faction of population, 50% of character details), who literally isn't even living in the same settlement the story takes place in and will never come up, than her personality.
The hospital has a basement complex full of untouched equipment that hasn't been looted before because... something. No hostile robots, no locked door, just loot that miraculously hasn't been touched by the increasingly desperate residents for no reason in the slightest and is free to take. The broken machinery the PCs can fix for a bonus and pre-war backstory (pre-war government suspects a private charity funded hospital is communist enough to disrupt operations? Even for Fallout's super paranoid defacto dictatorship pre war government that's retarded.) would be enough reason for this section to exist so why it's there is a mystery. The conclusion section seems to assume the PCs let a raider boss live with no mention to what happens if they just blast him. At least the skeleton of doctor asks PCs to help stop new drug>smash/steal the maker's equipment and possibly kill ringleader>twist that doctor inadvertently created the drug>??? is a decent idea for an adventure, but it does nothing with the twist (he genuinely abandoned it after realizing it wasn't a good painkiller, and didn't purposefully spread the formula so why is so much of the page count devoted to potentially blackmailing him for loads of money over this knowledge? His co-workers profiles have nothing indicating they'd not accept his entirely reasonable explanation.). Could have made it so that the doctor was selling the drug to fund the clinic/create patients and hired the PCs to dispose of loose ends when he wants to end it and everything would have worked better while creating a more dynamic adventure.
The last one is a high level adventure, but still acts like the GM and PCs need tutorials on basics.
 
Last edited:

udm

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Don't like Modiphius or their shitty 2d20 system. Better to play Atomic Highway, The Mutant Epoch, Punkapocalyptic or Savage Worlds and just convert.
 

BrotherFrank

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I almost played the fo4 one (which might or might be what you are talking about, how many fallout rpgs are out there?) and browsed the rules before opting out as I remember thinking it was absolutely one of the worst rule sets i had ever laid eyes upon and the mechanics were just renames of mechanics from other ttrpgs mish mashed together very poorly.

If that’s the one you are thinking of playing, yeah just play a conversion imo.
Or GURPS.
 

Wayward Son

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I almost played the fo4 one (which might or might be what you are talking about, how many fallout rpgs are out there?) and browsed the rules before opting out as I remember thinking it was absolutely one of the worst rule sets i had ever laid eyes upon and the mechanics were just renames of mechanics from other ttrpgs mish mashed together very poorly.

If that’s the one you are thinking of playing, yeah just play a conversion imo.
Or GURPS.
Yeah I was looking into using this one instead: https://falloutpnp.fandom.com/wiki/Chapter_I:_Introduction
 

Wayward Son

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