I just played Fallout for the first time. It certainly is a great game, though a little rough around the edges (I think I was unlucky in the amount of "roughness" I encountered thgouh). The manual and the introduction have style. In fact the whole game has style.
Some of the descriptions never fail to amuse me:
"You keep a close eye on these rocks, in case they move to attack you."
One complaint I do have is that the NPC scripting / conversation does not always adapt well to player actions. That's not a real design criticism, since I'd probably prefer non-linear but occasional buggy to linear with polish. It'd just be nice if every possibile course of player action were well catered for.
********** Anti-spoiler for first time players **********
If anyone asks you, you most definitely ARE a ghoul. Trust me on this.
**************Spoilers Below**************
A couple of times things went a bit strange when I took action on the basis of dialogue without first triggering the quest (or stage) by making the intended choice. For instance in junktown I went with Vinnie (?) to kill the bartender, with the intention of waiting for him to try, then killing him, then reporting this to the guards. I did this, but it didn't seem to get me anywhere. Going back to see the Skulz, I found Vinnie still alive [though I'd definitely shot and killed him in the bar]. I then talked to Lars, went along to the bar and killed him again.
Another mild annoyance was going to see Razor (of the Blades) after talking to Zimmerman but not accepting the quest to kill her. This seemed a reasonable thing to do, since he seemed a bit suspicious and I wanted to talk to her before accepting the quest. Razor then starts going on about gun runners and won't talk to me. Going back to Zimmerman and accepting the quest fixed things.
However, by far the most annoying was my unerring ability to track down and make the worst possible dialogue choice in the game (I think):
After failing to find the water chip at vault 15, and about 70 days had passed, I was getting a little concerned about the time. I decided to leave side quests / exploration for a while, and focus on finding a chip. At this point I talked to the water merchants at the Hub, and heard that there might be a chip at Necropolis. Going to Necropolis, I spoke with the Ghouls in the sewer, and learned the location of the chip. At the watershed, I met a mutant named Harry.
Being a mostly non-violent, honest guy, I decided to talk to Harry. After all, these mutants were probably just innocent victims of the radiation...
There seemed no reason to lie about being a ghoul, so I told Harry I was not one. The next choice was either to fight (and I was not a violent sort), or to go and see "Lou".
Perhaps I can find more information from this Lou guy thought I - after all, there's no reason to think that these mutants are evil...
It turns out Lou wants to know where my vault is, and then to dip me in a vat. Probably not a wise decision after all then. *Note to self: violent prejudice can be a good thing*. Still, perhaps this happens to everyone - I'm sure I can talk my way out...
Next decision: Tell him where the vault is, or refuse. He doesn't seem a good sort, so I refuse.
Then I can tell him the vault is "Over the mountains to the west - I'll draw you a map.", or I can refuse again. Now of course to those who know where the military base is, "Over the mountains to the west" is clearly a lie. However, Harry hadn't told me where he was taking me, so for all I knew, "Over the mountains to the west" might have been the truth.
Therefore I refused. Ouch.
And refused again. Ouch.
And refused again. Ouch.
And got chucked in a cell.
Taking stock:
The bad: I have no equipment. I'm at the bottom of a military base full of super mutants. I'm locked in a cell. I'm level 5. I have 7 HP. My skills are pretty low (having found no skill books yet).
The good: I'm not bad at lockpicking. I'm with Ian, and the mutants seem to have allowed him to keep his stuff (which I eventually realised I could easily steal without provoking Ian).
After dying in an interesting variety of ways [including the always amusing "This forcefield looks weak enough to walk through" ... *player walks forward and is converted to a pile of ash and bones* - seemingly my science skill was not high enough to add the "...unless you have seven hit points, in which case you'll be fried."], I destroyed the vats and escaped.
After this most of the NPCs who had anything to do with the military base quest seemed rather confused - once (with the BoS elders) to the point of causing an infinitely restarting dialogue, requiring a reload and different decisions. Most of the clues and interesting information found in the Glow etc. were somewhat less involving once I had already heard the punch line from the Lieutenant.
Since going to the military base so early is neither much fun (at least in the not-dying-a-lot sense), nor catered for well in other dialogues - particularly at the BoS -, I'd have much prefered not to bump into this in my first play-through.
Given my bad luck / stupidity, are there any similar such decisions in Fallout 2, which can easily be avoided in retrospect? I'm fine with things turning out to be challenging, or unexpected, but I'd rather not make such a drastic decision if the rest of the game doesn't support it well.