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<strong>Deutsche Website</strong><br><br>
Die deutsche Website kann [https://deutsch.falloutpenandpaper.org/ hier] gefunden werden.<br><br>
The German language website can be found [https://deutsch.falloutpenandpaper.org/ here]<br><br>
<strong>Foreword:</strong>
<strong>Foreword:</strong>




Line 12: Line 15:
The playable area of this role playing game is by and large the geographic area, in which Fallout 1 and 2 are placed, that is: California and the not too far away areas of Nevada. The game year is defined as 2247, in other words, 5 years after the events of Fallout 2.
The playable area of this role playing game is by and large the geographic area, in which Fallout 1 and 2 are placed, that is: California and the not too far away areas of Nevada. The game year is defined as 2247, in other words, 5 years after the events of Fallout 2.


The [[Worldinformation|world]] was logically thought further, but also changed in some ways. For example, many towns and cities became much larger, so that city adventures are easier to play. Below you will find an overview of the world, the rules and everything else that was created by me in the last 10 years.
The [[World information|world]] was logically thought further, but also changed in some ways. For example, many towns and cities became much larger, so that city adventures are easier to play. Below you will find an overview of the world, the rules and everything else that was created by me in the last 10 years.




<strong>Letztes Update:</strong>
<strong>Last Updates:</strong>


Die Updates stehen nun [[Updates|hier]].
The Updates are now found [[Updates|here]].






<strong>Charaktererstellung:</strong>
<strong>Character creation:</strong>


Die [[Charaktererstellung]] ist im Grunde genommen wie die, bei Fallout 1, 2 und Tactics. Charaktere bestehen aus den [[Hauptstatistiken und abgeleitete Statistiken|SPECIAL Werten]], um einen Wert, Mut, erweitert, aus [[Fertigkeiten (Charaktererstellung)|Fertigkeiten]] (wovon das PNP sehr viel mehr hat), [[Eigenschaften]] und später auch [[Boni]].
The [[Character creation|character creation]] is basically like that of Fallout 1, 2 and Tactics. Characters consist of their [[Main attributes and derived attributes|SPECIAL values]], with one value, courage, added. They further consist of [[Skills (character creation)|skills]] (of which the PNP has many more), [[Traits|traits]] and later also of [[Perks|perks]].


Neu hinzugekommen sind die sogenannten [[Klassen]]: im Endeffekt sind Klassen Berufe oder ähnliche Lebenserfahrungen, die ihr Charakter schon vor dem ersten Abenteuer erlernt hat. Diese dienen als Startbonus und außerdem existieren sie aus Rollenspielgründen. Wie Sie zweifellos schnell erkennen, sind es relativ wenige. Wollen Sie einen Charakter spielen, der keiner dieser Klassen entspricht, erfinden Sie ruhig eine Neue oder modifizieren Sie eine der bereits erstellten.<br>  
Newly added are the so called [[Classes|classes]]: basically classes are occupations or similar life experiences that your character has learned before the first adventure. These serve as a starting bonus and they also exist for role playing reasons. As you will no doubt notice soon, they are relatively few. If you wish to play a character that does not conform to one of these classes, feel free to create a new one or to modify one of the existing classes.<br><br>
Sie möchten einen Koch spielen? Nehmen Sie sich irgendeine ähnliche Klasse und sprechen Sie die entsprechenden [[Fertigkeiten (Charaktererstellung)|Fertigkeiten]], [[Sonderfertigkeiten]] und die Startausrüstung mit dem Meister ab.
You wish to play a chef? Take any roughly similar class and consult with your dungeon master for the [[Skills (character creation)|skills]], [[Extraordinary skills|extraordinary skills]] and the starting equipment.


Ebenfalls neu sind [[Sonderfertigkeiten]]: diese geben besondere Vorteile an Charaktere die diese erlernt haben. Aber nur für bestimmte Aspekte einer gewöhnlichen Fertigkeit. Ein Charakter mit der Sonderfertigkeit „[[Boxen]]“ hat Vorteile beim Faustkampf, aber nicht beim Treten. Ein „[[Cowboy]]“ hat Vorteile mit den typischen Cowboywaffen, aber nicht mit hochmodernen Sturmgewehren. Wer Chinesisch spricht, versteht deswegen nicht auch Spanisch, ein Schmied kann keine besseren Möbel aus Holz bauen
Also new are so called [[Extraordinary skills|extraordinary skills]]: these give certain bonuses to characters, that have learned these skills. But only for certain aspects of a skill. A character with the extraordinary skill “[[Boxing]]” has advantages when fighting with fists, but not kicking. A “[[Cowboy]]” has advantages with typical cowboy weapons, but not with highly modern assault rifles. Those who speak Chinese do not necessarily understand Spanish, a blacksmith can not build better furniture made from wood


   
   


<strong>Kampfregeln & Waffen:</strong>
<strong>Combat rules and weapons:</strong>
 
The [[Combat rules|combat rules]] are very much based on Fallout 1, 2 and Tactics. In fact, they are still table top rules. That is why all ranges are given in centimeter. The whole affair basically plays like the combat in the PC games, round based and with a similar use of action points.


Die [[Kampfregeln]] sind stark an Fallout 1, 2 und Tactics angelehnt. Tatsächlich sind es nach wie vor Table Top Regeln, daher sind alle Entfernungen in Zentimeter angegeben. Das ganze spielt sich im Grunde wie Kämpfe in den PC Spielen, rundenbasiert und mit ähnlichem Verbrauch von Aktionspunkten.  
As for [[Weapons|weapons]] a new player will quickly note, that there is a large arsenal available, but damage is directly dependent of ammunition, while the weapon only determines the range. This is not fully realistic from a ballistic point of view, but it keeps the one, very common weapon from making nearly no damage, but another weapon, using the same ammunition is the Super-Blaster 9000 that kills with every hit.


Was die [[Waffen]] angeht wird ein neuer Spieler schnell bemerken, dass es zwar eine recht große Auswahl gibt, der Schaden aber direkt von der [[Munitionssorten|Munition]] abhängig ist während die Waffe die Reichweite bestimmt. Dies ist zwar aus ballistischen Blickpunkten nicht total realistisch, aber es verhindert, dass die eine, häufige Waffe kaum Schaden macht, jedoch eine andere, die die selbe Munition verwendet der Super-Blaster 9000 ist und mit jedem Treffer tötet.
Furthermore, [[Archery weapons|bows and arrows]] were added to the arsenal.


Des weiteren wurden [[Bögen|Pfeil und Bogen]] ins Arsenal aufgenommen.
The [[Weapons|weapons]] themselves are mostly old, familiar weapons from the Fallout games and several others that fit in well.


Die [[Waffen]] selbst sind zum größten Teil alte Bekannte aus der Fallout Reihe und ein paar andere, die gut reinpassen.




<strong>Animals:</strong>


<strong>Tiere:</strong>
I always found it stupid, that there are no [[Horses|horses]] in the Fallout universe, but everywhere one can find [[Brahmin|mutated cows]], despite those theoretically all stemming from a single farm. For that reason I built in horses. Before other Hardcore Fans now get a fit of raving madness: I took great pains to make them optional. They can be thought away quite easily.


Mir kam es immer blöd vor, dass es keine [[Pferde]] im Fallout Universum gibt, aber überall mutierte Kühe zu finden sind, obwohl diese theoretisch aus einer einzigen Farm stammen sollen. Daher habe ich Pferde eingebaut. Bevor jetzt andere Hardcore Fans einen Tobsuchtsanfall bekommen: man kann sie sich problemlos wegdenken.  
Apart from that one can find the old and known animals here as well: [[Dogs, cyber-dogs and wolves|dogs]] and [[Brahmin|brahmin]], as well as [[Radscorpions|radscorpions]], [[Rats|rats]] and many more. Even the [[Bighorner|bighorner]] of New Vegas make an appearance.These animals can also be trained, thanks to a new [[Training|skill]].


Ansonsten findet man die altbekannten Tiere hier auch: [[Hunde, Cyber-Hunde und Wölfe|Hunde]] und [[Brahmin]] vor allem. Diese (und weitere) [[Tiere]] kann man dank einer neuen Fertigkeit auch [[Tiere Abrichten|abrichten]].




<strong>World:</strong>


<strong>Welt:</strong>
The geographic area is basically the US state of California and bordering areas. Some details were however changed. Let’s take a look from the North to the South:


Die geographische Fläche ist im Endeffekt der US Bundesstaat Kalifornien und angrenzende Gebiete. Einige Details wurden allerdings verändert. Die ganzen Weltinformationen sind [[Weltinformationen|hier]]. Arbeiten wir uns mal von Norden nach Süden:
[[The Abbey]]: A settlement that, thanks to the Fallout 2 Restoration Project Mod is now also available  in the games and should’ve been in the game from the start. Since I liked it in the mod, it was covered in this PNP as well.


[[The Abbey|Die Abtei]]: Eine Siedlung, die dank dem Fallout 2 Restoration Project Mod nun im Spiel verfügbar ist und ursprünglich hätte im Spiel sein sollen. Da sie mir im Mod gefiel, wurde sie auch in dieses PNP übernommen.
[[The Den]]: The [[Slaver's Guild]] in the Den is now a lot larger and involved into much more than just human trafficking.  


[[The Den]]: [[Die Sklavenhändlergilde]] in Den ist nun sehr viel größer und in viel mehr involviert, als nur Menschenhandel.  
[[Vault-City]]: Vault-City is now a lot larger, with a lot more citizens. This way, Vault-City is at least a rudimentary counter weight to the much too powerful NCR.


[[Vault-City]]: Vault-City ist nun sehr viel größer, mit viel mehr Bürgern. Damit ist Vault-City zumindest ansatzweise ein Gegengewicht zu einer viel zu mächtigen RNK.
[[Redding]]: Redding is still undecided between the NCR, New Reno and Vault-City, so that the players of this PNP still have something to do.


[[Redding]]: Damit etwas  mehr für die Spieler des PNP übrig bleibt, ist Redding noch immer zwischen der RNK, New Reno und Vault-City unentschlossen.
[[New Reno]]: Similar to Redding, the Chosen One has done little in the world’s largest little city. The city also grew by a number of people.


[[New Reno]]: Ähnlich wie bei Redding, hat auch hier in der größten Kleinstadt der Welt die Auserwählte wenig getan. Die Stadt ist ebenfalls um einige Personen gewachsen.
[[San Francisco]]: The Hubologists are exterminated, with exception of some survivors that either were somewhere else or fled. The Shi are the only rulers over San Francisco, since the tanker vagabonds have left as well.


[[San Francisco]]: Die Hubologen sind ausgelöscht, mit Ausnahme weniger Überlebenden die entweder wo anders waren oder geflohen sind.  Die Shi sind Alleinherrscher über San Francisco da auch die Tankervagabunden weitergezogen sind.
[[Shady Sands]]: The capital of the [[The New California Republic|NCR]] has it’s original name back and is a larger center of government and generally of democracy.


[[Shady Sands]]: Die Hauptstadt der RNK hat wieder ihren ursprünglichen Namen und ist ein größeres Zentrum der Regierung und allgemein der Demokratie geworden.
The Squat: (still being fully developed): The settlement above Vault 15 has grown a lot in the five years since the events of Fallout 2.


Die Besetzung (wird noch genauer erstellt): Die Siedlung über Vault 15 ist stark angewachsen in den 5 Jahren seit den Geschehnissen von Fallout 2.  
[[The Brotherhood of Steel|Brotherhood of Steel]] ([[Lost Hills Bunker]]): The Brotherhood did not join the NCR, no matter what that one holodisc in Fallout 2 implied. They are still independent but surrounded by the NCR. There exists a rather brittle peace between them and their large neighbor.


[[Die Brotherhood of Steel|Brotherhood of Steel]] ([[Lost Hills Bunker]]): Die Brotherhood hat sich nicht der RNK angeschlossen. Egal was diese eine Holodisc in Fallout 2 sagte. Sie ist nach wie vor unabhängig aber umgeben von der RNK. Es herrscht ein mehr oder minder brüchiger Frieden zwischen ihr und ihrem großen Nachbarn.
[[NCR Rangers]]: The NCR Ranger are, unlike in New Vegas, not the special forces of the NCR military, they are the NCR military. Like many other changes too, this is inspired by Fallout 2. Whenever one encountered a patrol near Shady Sands, it was a patrol of Rangers. So I added an explanation on how the Rangers became the military.


[[RNK Ranger|RNK Ranger]]: Die Ranger sind, anders als bei New Vegas, nicht eine Spezialeinheit des RNK Militärs, sie sind das RNK Militär. Wie viele andere Änderungen auch, ist diese durch Fallout 2 inspiriert. Nahe Shady Sandy, wann immer man einer Patrouille begegnete,  waren es Ranger. Also fügte ich eine Erklärung hinzu, wie die Ranger zum Militär wurden.
[[Vehicles]]: There are about a dozen vehicles in the PNP that are fitted with rules as well as three engine types. This allows the players to create new vehicles, since there is a basic vehicle in every size.


[[Fahrzeuge]]: Es gibt in diesem PNP etwa ein Dutzend Fahrzeuge die mit Regeln versorgt sind, sowie drei verschiedene Antriebe. Dies erlaubt den Spielern auch neue Fahrzeuge zu erschaffen, da es momentan grundlegende Fahrzeuge in jeder Größenklasse gibt.
The [[Media:Map.png|map]]: On the map one can find numerous settlements that are yet to be explained. These will be added in the future.


Zur [[Media:Map.png|Karte]]: Auf der Karte finden sich zahlreiche Siedlungen, die noch nicht näher erläutert sind. Diese werden in Zukunft hinzu gefügt.






<strong>Kampfregeln:</strong>
<strong>Combat rules:</strong>




Der Kampf ist nach wie vor wie bei einem Table Top. Ich empfehle Spielfiguren zu verwenden. Wenn wir hier spielen, erstellen wir diese in der Hero Machine (schnell durch Google zu finden) und drucken diese aus, so dass eine Figur etwa 5-6 cm groß ist (ich empfehle die Figur zusätzlich mit einer sicheren Basis aus Pappe oder vielleicht sogar einem Kronkorken zu versehen).  
Combat is still like a table top game. I personally suggest using meeples. When we play here, we create those in the Hero Machine (just Google it, you’ll find it quickly) and print those out, so that a meeple is about 5-6 cm high (I further suggest giving the meeple a stable base of cardboard or maybe even a bottle cap).


Die [[Kampfregeln]] sind vielschichtig und kompliziert. Wenn man sich es am Anfang einfach machen will, empfehle ich nur den bewaffneten [[Fernkampfregeln|Fernkampf]] zu nutzen und dabei nicht alle oder keine der optionalen Regeln zu verwenden.
The [[Combat rules|combat rules]] are complex and complicated. If one wishes to make things easier at the start, I suggest only using armed and [[Ranged combat rules|ranged combat]] and then not using all or none of the optional rules.




<strong>Sonderregeln:</strong>
<strong>Special rules:</strong>


Die [[Sonderregeln]] zum Beispiel die für [[Gifte und Giftregeln|Gift]] und [[Strahlungsregeln|Strahlung]] sind, das ist mir durchaus bewusst, etwas suboptimal. Ich hoffe, dass ich in Zukunft Berichte und Vorschläge von Spielern erhalte, wie man das Ganze besser lösen kann. Die aktuellen Regeln sind immerhin spielbar.
The rules for [[Poisons and poison rules|poison]] and [[Radiation rules|radiation]], as I well know, are sub-optimal. I hope that I will get reports and suggestions from players in the future, on how that whole thing can be improved. The current rules are at least playable.




<strong>Pläne für die Zukunft: </strong>
<strong>Plans for the Future:</strong>




Nach mehr als 10 Jahren Arbeit bin ich Perfektionist fast schon zufrieden mit dem Resultat. Aber, wenn Interesse daran besteht, werde ich weiter arbeiten. Und vielleicht noch das eine oder andere hinzufügen. Die restlichen Städte und Siedlungen auf der Karte zum Beispiel.
After 10 years of work, even the perfectionist in me, is content with the result. But, if there is interest, I will keep on working on it. And maybe add some things, too. The other towns and settlements on the map for example.


Ebenso gibt es, wie in diesem Text bereits erwähnt, bei den Sonderregeln einiges, das noch zu tun wäre.
Furthermore there are, as already mentioned in this text, some things left to do in the special rules.


Ich habe Ideen für neue Kampfregeln, die zum Beispiel Bajonett-Kampf regeln und für vieles mehr.
I also have ideas for new combat rules, for example bayonet fighting and much more.


Außerdem gibt es zahlreiche Dinge bei der [[Charaktererstellung]], die man noch hinzufügen kann: neue Klassen, neue Sonderfertigkeiten und viel mehr. Auch hier bitte ich um die Mithilfe der Spieler: schreibt mir, was man noch hinzufügen kann oder sollte.
Furthermore there are many, many things for [[Character creation|character creation]] that can be added: new classes, new extraordinary skills and much more. Here, too, I ask for help by the players: write me and tell me what can or should be added.

Latest revision as of 18:42, 13 September 2025

Deutsche Website

Die deutsche Website kann hier gefunden werden.

The German language website can be found here

Foreword:


What you read here is an introduction and explanation to a project that started in the summer of 2009. In this summer I spoke often and long about Pen and Paper role playing games and tabletop strategy games with a buddy of mine.

Instead of doing a small LAN party, we developed the first, simple rules that partly still are the base of this game. We created meeples with the Hero Machine and played these rules. But I wanted more than a senseless battle between NCR Rangers and Raiders.

Soon after, the tabletop strategy game became a simple PNP RPG. It was tested and refined. Since I fell in love with the world of Fallout in 1997, I kept using the award-winning, multifaceted world of Fallout, expanded it here and there and changed it up a bit.

The playable area of this role playing game is by and large the geographic area, in which Fallout 1 and 2 are placed, that is: California and the not too far away areas of Nevada. The game year is defined as 2247, in other words, 5 years after the events of Fallout 2.

The world was logically thought further, but also changed in some ways. For example, many towns and cities became much larger, so that city adventures are easier to play. Below you will find an overview of the world, the rules and everything else that was created by me in the last 10 years.


Last Updates:

The Updates are now found here.


Character creation:

The character creation is basically like that of Fallout 1, 2 and Tactics. Characters consist of their SPECIAL values, with one value, courage, added. They further consist of skills (of which the PNP has many more), traits and later also of perks.

Newly added are the so called classes: basically classes are occupations or similar life experiences that your character has learned before the first adventure. These serve as a starting bonus and they also exist for role playing reasons. As you will no doubt notice soon, they are relatively few. If you wish to play a character that does not conform to one of these classes, feel free to create a new one or to modify one of the existing classes.

You wish to play a chef? Take any roughly similar class and consult with your dungeon master for the skills, extraordinary skills and the starting equipment.

Also new are so called extraordinary skills: these give certain bonuses to characters, that have learned these skills. But only for certain aspects of a skill. A character with the extraordinary skill “Boxing” has advantages when fighting with fists, but not kicking. A “Cowboy” has advantages with typical cowboy weapons, but not with highly modern assault rifles. Those who speak Chinese do not necessarily understand Spanish, a blacksmith can not build better furniture made from wood …


Combat rules and weapons:

The combat rules are very much based on Fallout 1, 2 and Tactics. In fact, they are still table top rules. That is why all ranges are given in centimeter. The whole affair basically plays like the combat in the PC games, round based and with a similar use of action points.

As for weapons a new player will quickly note, that there is a large arsenal available, but damage is directly dependent of ammunition, while the weapon only determines the range. This is not fully realistic from a ballistic point of view, but it keeps the one, very common weapon from making nearly no damage, but another weapon, using the same ammunition is the Super-Blaster 9000 that kills with every hit.

Furthermore, bows and arrows were added to the arsenal.

The weapons themselves are mostly old, familiar weapons from the Fallout games and several others that fit in well.


Animals:

I always found it stupid, that there are no horses in the Fallout universe, but everywhere one can find mutated cows, despite those theoretically all stemming from a single farm. For that reason I built in horses. Before other Hardcore Fans now get a fit of raving madness: I took great pains to make them optional. They can be thought away quite easily.

Apart from that one can find the old and known animals here as well: dogs and brahmin, as well as radscorpions, rats and many more. Even the bighorner of New Vegas make an appearance.These animals can also be trained, thanks to a new skill.


World:

The geographic area is basically the US state of California and bordering areas. Some details were however changed. Let’s take a look from the North to the South:

The Abbey: A settlement that, thanks to the Fallout 2 Restoration Project Mod is now also available in the games and should’ve been in the game from the start. Since I liked it in the mod, it was covered in this PNP as well.

The Den: The Slaver's Guild in the Den is now a lot larger and involved into much more than just human trafficking.

Vault-City: Vault-City is now a lot larger, with a lot more citizens. This way, Vault-City is at least a rudimentary counter weight to the much too powerful NCR.

Redding: Redding is still undecided between the NCR, New Reno and Vault-City, so that the players of this PNP still have something to do.

New Reno: Similar to Redding, the Chosen One has done little in the world’s largest little city. The city also grew by a number of people.

San Francisco: The Hubologists are exterminated, with exception of some survivors that either were somewhere else or fled. The Shi are the only rulers over San Francisco, since the tanker vagabonds have left as well.

Shady Sands: The capital of the NCR has it’s original name back and is a larger center of government and generally of democracy.

The Squat: (still being fully developed): The settlement above Vault 15 has grown a lot in the five years since the events of Fallout 2.

Brotherhood of Steel (Lost Hills Bunker): The Brotherhood did not join the NCR, no matter what that one holodisc in Fallout 2 implied. They are still independent but surrounded by the NCR. There exists a rather brittle peace between them and their large neighbor.

NCR Rangers: The NCR Ranger are, unlike in New Vegas, not the special forces of the NCR military, they are the NCR military. Like many other changes too, this is inspired by Fallout 2. Whenever one encountered a patrol near Shady Sands, it was a patrol of Rangers. So I added an explanation on how the Rangers became the military.

Vehicles: There are about a dozen vehicles in the PNP that are fitted with rules as well as three engine types. This allows the players to create new vehicles, since there is a basic vehicle in every size.

The map: On the map one can find numerous settlements that are yet to be explained. These will be added in the future.



Combat rules:


Combat is still like a table top game. I personally suggest using meeples. When we play here, we create those in the Hero Machine (just Google it, you’ll find it quickly) and print those out, so that a meeple is about 5-6 cm high (I further suggest giving the meeple a stable base of cardboard or maybe even a bottle cap).

The combat rules are complex and complicated. If one wishes to make things easier at the start, I suggest only using armed and ranged combat and then not using all or none of the optional rules.


Special rules:

The rules for poison and radiation, as I well know, are sub-optimal. I hope that I will get reports and suggestions from players in the future, on how that whole thing can be improved. The current rules are at least playable.


Plans for the Future:


After 10 years of work, even the perfectionist in me, is content with the result. But, if there is interest, I will keep on working on it. And maybe add some things, too. The other towns and settlements on the map for example.

Furthermore there are, as already mentioned in this text, some things left to do in the special rules.

I also have ideas for new combat rules, for example bayonet fighting and much more.

Furthermore there are many, many things for character creation that can be added: new classes, new extraordinary skills and much more. Here, too, I ask for help by the players: write me and tell me what can or should be added.