Although people have been digging it thus far, I’m hoping this will make my game suck less.

Although people have been digging it thus far, I’m hoping this will make my game suck less.

Although people have been digging it thus far, I’m hoping this will make my game suck less.

An update for my Fallout Shetler RPG con game… I stole some Servants of the Cinder Queen styling, and modified many moves to be more “Area move” style (inspired by much of the Discern Realities podcast I’ve been digesting). Testing to proceed at GoPlayNW this coming weekend!

Details in blog, including some simple example moves, and a screenshot of what the adventure / module book would look like (in theory making it something others could run, instead of it being in my head).

I mean, the Lego aspect of my specific version of this game would be difficult to copy, but you could run it in the minds eye, or with little pieces of printed pictures very easily, I theorize.

http://www.supernovembergames.com/tomes-of-tomes/2016/7/4/fallout-shelter-rpg-area-moves

6 thoughts on “Although people have been digging it thus far, I’m hoping this will make my game suck less.”

  1. Any and all.

    I guess the only thing I’d mention to anyone interested in this with a critical eye is: This game is meant to emulate many of the things that Fallout Shelter does. Which is to say that even though this will be a role playing game, it will NOT be an RPG in the vein of Fallout games… it’s supposed to have a large dose of RESOURCE MANAGEMENT mixed in, but well balanced with RPG goodness.

    A large part of the game is the clock, which comes into play when you get in the Vault… at that point each 8 actions result in resource loss (food, water, power) with consequences if you don’t have those resources… no food = HP loss, no water = Radiation (a similar HP loss), and no power = no ability to rush rooms (Area Moves become disabled in many cases) and other dire consequences.

    So… all that said, I’ll take any feedback, but the game is also not a traditional PbtA game in that sense, so not sure if that’ll influence opinions.

  2. Any and all.

    I guess the only thing I’d mention to anyone interested in this with a critical eye is: This game is meant to emulate many of the things that Fallout Shelter does. Which is to say that even though this will be a role playing game, it will NOT be an RPG in the vein of Fallout games… it’s supposed to have a large dose of RESOURCE MANAGEMENT mixed in, but well balanced with RPG goodness.

    A large part of the game is the clock, which comes into play when you get in the Vault… at that point each 8 actions result in resource loss (food, water, power) with consequences if you don’t have those resources… no food = HP loss, no water = Radiation (a similar HP loss), and no power = no ability to rush rooms (Area Moves become disabled in many cases) and other dire consequences.

    So… all that said, I’ll take any feedback, but the game is also not a traditional PbtA game in that sense, so not sure if that’ll influence opinions.

  3. It sounds interesting based off your blog post. I don’t actually know much about Fallout Shelter, but based off a cursory internet search, the resource management angle makes sense.

    I like the look of your sample image. Servants of the Cinder Queen is a terrific little module; you can’t go wrong aping that.

    Was the decision to use a D10 based off the fact you add two different modifiers?

  4. It sounds interesting based off your blog post. I don’t actually know much about Fallout Shelter, but based off a cursory internet search, the resource management angle makes sense.

    I like the look of your sample image. Servants of the Cinder Queen is a terrific little module; you can’t go wrong aping that.

    Was the decision to use a D10 based off the fact you add two different modifiers?

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