Help me build a Fallout Campaign setting

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Yog Sothoth

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Dec 6, 2008
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So I tried posting this in the "forum games & RP" section, and there was a good deal of confusion with people thinking that I was trying to start a game there, so I'll try it out here...

I'm starting a table-top RPG set in the Fallout universe for a small group of players - three, to be exact. I have a number of ideas for the campaign setting, but thought it would be fun to open up the world creation process to my fellow Escapists.... Below, I will outline the ideas that I've already decided on for the setting, then if anyone has any ideas that they'd like to add, I would love to hear them.

My hope is to create a world that's more interesting and deeper than what I could create alone. So, if you have any experience with the Fallout setting, either through the video games or your own pen & paper/table-top games, please speak up!

The Story so far:

All players will start the games as humans, living in a Vault in the Pacific Northwest (greater Seattle area). They've lived there all their lives, and no one has ever left the vault. The external sensors report that the radiation levels are starting to get low enough that the survivors should be able to leave the safety of the vault soon, but that day is still at least a year away as there are still low levels of radiation topside. (Players would take 6 rads per day if exposed without protection.)

Until one day, something happens - a landslide perhaps - and the exhaust system for the vault becomes blocked. The vault Overseer deems it necessary to send a small party outside to clear the blockage, and chooses the player characters via lottery for this task. The players are sent outside with a few basic weapons and supplies, including Pip-Boys for all of them. There are not any hazmat suits available, due to a storage area of the vault being destroyed several years ago during a seismic event.

When the players leave the vault, they discover that Washington has become a muddy, radioactive wasteland. The initial nuclear exchange set off a massive geological chain reaction in the region, with both Mt. Ranier and Mt. St. Helens erupting and sending mud flows across the area. The two volcanoes are still somewhat active, occasionally sending ash plumes into the air and causing further earthquakes. An earthquake crumbled much of Seattle and Tacoma in to Puget Sound, and radioactive acid rain is common.

The players will have to deal with one or two low level encounters on their way to the exhaust port in addition to the environmental hazards. Once they fix the exhaust port, another massive earthquake will strike. When they try to return to the vault, they'll discover that the entrance is hopelessly blocked by mud, rocks, dead tress and other debris. Now they are alone and cut off from their home in the Wasteland.....

Other details: All of the factions associated with Fallout will be present. The Brotherhood of Steel will operate from a derelict nuclear submarine in the area that used to be Bremerton, and they also have access to a super-secret military base in the Cascade mountain foothills. The Enclave will be centered in what's left of Seattle, which is half submerged in the sound and half buried in mud. Pockets of super-mutants, ghouls and raiders will be peppered throughout the entire region. A group that is yet to be determined will have successfully deployed a G.E.C.K. (garden of eden creation kit) somewhere on the Olympic peninsula. This area is called "Xanadu", and will be secret and well protected. There will be a handful of small towns of survivors scattered around the area, the largest will be in the ruins of the Tacoma Dome. There is also a large slaver camp somewhere around Olympia.

So, this is what I've got so far... it's a work in progress, and I'm continuing to flesh out the setting. I am eager to hear any ideas that anyone else has to offer, and extend my thanks to anyone who does so... Feel free to ask questions if you have any.

EDIT: Any feedback is appreciated...
 

Souplex

Souplex Killsplosion Awesomegasm
Jul 29, 2008
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I think there is already an official set of fallout tabletop rules, you should check those out to make your life easier.
 

Yog Sothoth

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Dec 6, 2008
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Souplex said:
I think there is already an official set of fallout tabletop rules, you should check those out to make your life easier.
Yes, I already have the rules, this is about the setting and the story...
 

Souplex

Souplex Killsplosion Awesomegasm
Jul 29, 2008
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Since you don't seem to mention any friendly settlements I should provide some o' dose'.

A city built into the ruins of a college campus that is kept in order by robots. anyone not wearing their "Don't kill this guy badge" is shot by the robots on site.
 

Yog Sothoth

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Dec 6, 2008
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Souplex said:
Since you don't seem to mention any friendly settlements I should provide some o' dose'.

A city built into the ruins of a college campus that is kept in order by robots. anyone not wearing their "Don't kill this guy badge" is shot by the robots on site.
Ah, that's a good start, and not half bad.... my intention was to make the large survivors town in the Tacoma Dome ruins a good place to start looking for friendly help, but you never know what direction the players will want to go....

Thanks for the suggestion!

EDIT: I assume when you say "don't kill this guy badge" you don't mean literally a badge with those words written on it... I was thinking some sort of device that emits a signal on a specific radio frequency, or something along those lines... but yeah, good idea...
 

ThaBenMan

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Mar 6, 2008
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You should make up a crazy cult or something that worships the volcanoes and will try and throw the PC's in if they're caught!

Good luck and have fun!

EDIT: And it'd be cool if you did something with the classic grunge rock scene in Seattle - like a guy that's obsessed with it and trying to bring it about again, like Abraham Washington in Fallout 3. It'd make a fun non-combat, roleplaying thing, I think.
 

PedroSteckecilo

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Feb 7, 2008
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As I recall a major designer on Fallout, J.E. Sawyer, has a web based Table Top RPG Rulesset already out there, using most of the stuff he had initially planned to put in Fallout: Van Buren.
 

ThaBenMan

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Mar 6, 2008
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You should have some unique mutant creatures indigenous to the area, too - like something that hides in the mud and ambushes it's prey...
 

Yog Sothoth

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Dec 6, 2008
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ThaBenMan said:
You should make up a crazy cult or something that worships the volcanoes and will try and throw the PC's in if they're caught!

Good luck and have fun!

EDIT: And it'd be cool if you did something with the classic grunge rock scene in Seattle - like a guy that's obsessed with it and trying to bring it about again, like Abraham Washington in Fallout 3. It'd make a fun non-combat, roleplaying thing, I think.

Haha! Nice, I'll use that... might even try to combine the two ideas... The Presidents of the United States of America have a song called Volcano...

Thanks!

PedroSteckecilo said:
As I recall a major designer on Fallout, J.E. Sawyer, has a web based Table Top RPG Rulesset already out there, using most of the stuff he had initially planned to put in Fallout: Van Buren.
Yep, already got the rules, thanks!

ThaBenMan said:
You should have some unique mutant creatures indigenous to the area, too - like something that hides in the mud and ambushes it's prey...
Yeah, I've been trying to think of a good mutated animal for the soggy Northwest... perhaps a Rad-Slug....? LOL!
 

Eclectic Dreck

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Sep 3, 2008
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Yog Sothoth said:
Souplex said:
I think there is already an official set of fallout tabletop rules, you should check those out to make your life easier.
Yes, I already have the rules, this is about the setting and the story...
You really have a few approaches in general to take. First, how long after the war does your campaign take place? This will obviously affect everything from the presence of human settlements, the danger posed by raiders and the various nasty creatures of the waste as well as the danger posed by the after-effects of the war itself. Sometimes you can craft a compelling narrative (and presumably a campaign) based on the strength of the setting itself.

The other aproach is to determine, very generally what the overarching goal of the players should be. Are they on a grand quest to save the denizens of the Northwestern wastes from an old scourge (super mutants, Enclave)? Are they questing to save a loved one/s? You need a fairly compelling reason for them to leave the vault in the first place - it could be something as simple as a pre-programed degredation of critical vault systems as part of the great vault experiment.

If you have a good setting, the players themselves can often be trusted to create their own narrative. If you have a compelling goal, many of the ongoing encounters will write themselves through player action.

Of the two, the goal is the easiest way to go. If you know what you're sending the players up against in a very general fashion, their way they play their characters in the opening sessions will help craft the narrative for you. If you give them a sandbox, they might never go anywhere worth visiting and the whole thing falls apart.
 

Yog Sothoth

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Dec 6, 2008
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Eclectic Dreck said:
Yog Sothoth said:
Souplex said:
I think there is already an official set of fallout tabletop rules, you should check those out to make your life easier.
Yes, I already have the rules, this is about the setting and the story...
You really have a few approaches in general to take. First, how long after the war does your campaign take place? This will obviously affect everything from the presence of human settlements, the danger posed by raiders and the various nasty creatures of the waste as well as the danger posed by the after-effects of the war itself. Sometimes you can craft a compelling narrative (and presumably a campaign) based on the strength of the setting itself.

The other aproach is to determine, very generally what the overarching goal of the players should be. Are they on a grand quest to save the denizens of the Northwestern wastes from an old scourge (super mutants, Enclave)? Are they questing to save a loved one/s? You need a fairly compelling reason for them to leave the vault in the first place - it could be something as simple as a pre-programed degredation of critical vault systems as part of the great vault experiment.

If you have a good setting, the players themselves can often be trusted to create their own narrative. If you have a compelling goal, many of the ongoing encounters will write themselves through player action.

Of the two, the goal is the easiest way to go. If you know what you're sending the players up against in a very general fashion, their way they play their characters in the opening sessions will help craft the narrative for you. If you give them a sandbox, they might never go anywhere worth visiting and the whole thing falls apart.
You raise some good questions, though these are issues that I have already begun to give some consideration to. I believe that the impetus I have in place for getting the players out of the vault will work nicely (see my OP), and all of my players are RPG vets capable of crafting personal agendas for their characters. But you're correct in that dropping them into a sandbox with no long term goals could be a recepie for disaster. This is a question that will be addressed before play actually begins, but I do not have an answer for at this time. This was part of the reason that I started this thread... I want to brainstorm with other like-minded gamers here to flesh out the framework that I've started.

Some of this will also depend on the characters that the players build.... I've found in the past that composing a main story arc can be easier if I do so in tandem with the characters' backgrounds, motivations and goals, so once we start getting into character generation, I think that I'll have a better idea of what direction the main story arc should move in...

Thanks for your feedback, it's highly appreciated!

EDIT: In the short term at least, the player characters' goals will be simple survival. Once they've settled into the world I'll begin introducing plot hooks for whatever story arc I come up with.
 

Adam Jenson

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Dec 23, 2008
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Really dont know about Fallout, believe it or not, but I'll see if I can help.
How about an underground city? Not a vault but one thats been covered by the ash, mud and debris. Essentially a society of isolationist farmers who've been able to develope new species of plant life
 

Yog Sothoth

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Adam Jenson said:
Really dont know about Fallout, believe it or not, but I'll see if I can help.
How about an underground city? Not a vault but one thats been covered by the ash, mud and debris. Essentially a society of isolationist farmers who've been able to develope new species of plant life
Ah yes, this was something else at the back of my mind, believe it or don't... Seattle actually has a fabled underground, built up as a result of the advent of the flushing toilet and the need for underground sewage pipes, though in reality it's little more than than a few tunnels that aren't connected...

But yeah, that's certainly a concept that would be interesting to explore... thanks for your suggestion!
 

Adam Jenson

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Dec 23, 2008
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Theres also what I call the Earth X scenario.

A multibillionaire industrialist who developed a case of severe paranoia locking himself UND only himself in a huge complex like a factory. Sustaining himself through his own technology he rules the factory and hunts down any one who wanders in it with a collection of drones. Who knows just what he might have built in there over the years or what he has done with the factory itself.
 

Yog Sothoth

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Adam Jenson said:
Theres also what I call the Earth X scenario.

A multibillionaire industrialist who developed a case of severe paranoia locking himself UND only himself in a huge complex like a factory. Sustaining himself through his own technology he rules the factory and hunts down any one who wanders in it with a collection of drones. Who knows just what he might have built in there over the years or what he has done with the factory itself.
Ooohhh, that's juicy! I like it! I'm already seeing this guy as a Howard Hughes type, but maybe a bit more neurotic.... Great stuff man, thank-you!
 

Adam Jenson

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Dec 23, 2008
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Well you have the industrialist I suggested

there could be a Nomadic Hunter whose has set his sights on the unique fauna of Seattle including its newest inhabitants.

A Rock Musician Prophet who utilizes a skyscrapers power supply in order to preach through his Guitar.

Oh Siamese Twins could be interesting
 

Dommyboy

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What about a vault where everybody get's lots of pants and then later on the survivors find a vault filled with robots that kill people wearing pants and destroy all pants. Soon enough, the wastelanders are all in danger of losing their pants.
 

Yog Sothoth

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Dec 6, 2008
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Adam Jenson said:
Well you have the industrialist I suggested

there could be a Nomadic Hunter whose has set his sights on the unique fauna of Seattle including its newest inhabitants.

A Rock Musician Prophet who utilizes a skyscrapers power supply in order to preach through his Guitar.

Oh Siamese Twins could be interesting
Man, you're just full of this stuff aren't you? And you thought you wouldn't be able to contribute due to your lack of Fallout experience... thanks again!

Dommyboy said:
What about a vault where everybody get's lots of pants and then later on the survivors find a vault filled with robots that kill people wearing pants and destroy all pants. Soon enough, the wastelanders are all in danger of losing their pants.
The committee will review your suggestion and get back to you... but seriously, thanks for you input none the less.... it was good for a laugh!
 

Calax

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Jan 16, 2009
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Just a thought but you could have other vaults be the main goal for the players (basically they can't get back into their vault so being the human nitwits that we all are, they seek out a similar environment ie another vault.) And have them come across the various experimental vaults (as in social experiment rather than genetic or biological), like an all female vault where reproduction is done via machine, or a vault of all teenagers, etc etc.