This presentation: https://goo.gl/UzCqlD
I run multiple pen-and-paper role-playing games (henceforth, RPGS).
Earlier this year, I wrapped up a game for my face-to-face St. Louis group.
They said that they would like to play something like Fallout next.
After kicking around some options, we decided, why not just play a Fallout RPG? It's not like I'm going to try to sell it.
Really? Is there anyone here who actually needs me to tell you this?
You should read Jon Peterson's Playing At The World anyway. You will learn new things.
Quick history:
- Early CRPGs
- Crash (analogous to Video Game Crash of '84)
We didn't always have free worldwide videoconferencing, you know.
Especially in small towns it could be hard to find a game.
Computer games were the next best thing.
There was a nuclear war on October 23, 2077. Fallout takes place 100 years later. Fallout 4 happens 210 years later.
Fallout is the spiritual successor of Wasteland (1988).
Fallout: 1997
Fallout 2: 1998
The Fallout I'm basing my game on is the set of more recent Fallout games: Fallout 3 (2008), Fallout: New Vegas (2010), Fallout 4 (2015).
The major differences are that they are 3D rather than tile-based, and, more importantly, that I know them a lot better than the first two.
They're all a post-apocalyptic retro-future with robots, tailfins, and an Ink Spots soundtrack.
Back in the day, computer RPGs couldn't really have that much more math than actual RPGs.
Wasteland was designed by Ken St. Andre, Mike Stackpole, and Liz Danforth.
Fallout was going to use GURPS by Steve Jackson Games but negotiations collapsed.
So it uses its own system.
7 statistics: Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck.
Some number of skills, whose base chance is derived from statistics, and which can improve over time. These have generally been percentile-based, although sometimes the cap has been 200% (don't think too hard about that).
At a glance, it's a lot like Chaosium's Basic Role-Playing (better known to most people via Call of Cthulhu) with the stats halved.
How about GURPS, as originally intended?
Why not use BRP, only divide the stats by two and then the roll-under-stat-times-five becomes roll-under-stat-times-ten?
Jason Mical has already done a Fallout PnP game:
Gamma World or Mutant Future or (when it's out) Mutant Crawl Classics.
Twilight 2000 or Aftermath!
SPECIAL stats, percentile skills, radiation damage, tactical combat.
Exploration is a main focus.
Resource management, particularly in the early game.
Several opposed factions, between whose plot arcs and philosophies you have to choose.
https://github.com/athornton/rpgexperiments/tree/master/Fallout
Point-buy system to give everyone equal starting power.
Radiation works like it does in Fallout 4 by reducing maximum hit points.
SPECIAL: 1-10.
Percentile skills.
Fast level advancement.
Some things that are fine in a video game, where the computer is doing the math, are not fine at a table:
- Alternatively, all combat plays like VATS combat.
Initially armor blocked a percentage of damage, depending on type.
https://github.com/athornton/rpgexperiments/tree/master/Fallout/FalloutArmor
It's a Python class and a harness for running many simulations and seeing what the armor does.
Didn't take very long, and gave what seemed like reasonable results.
Damage roll: 3d8 (10000 trials) No armor : m 13.45220; sd 3.97949 Light armor (blocks [4]) : m 11.95540; sd 4.73532 Medium armor (blocks [6]) : m 11.28980; sd 4.52805 Heavy armor (blocks [8]) : m 10.40900; sd 3.97607 Power armor (blocks [1, 2, 4, 8]) : m 7.76000; sd 4.88864
Fighting a few Mole Rats took forever and was kind of boring.
- I mean, the armor was pretty easy, so why shouldn't this be?
So, I need an Actor class. It has hit points and armor...
And SPECIAL stats...and skills...and weapons...which may have ammo and ranges...and splash damage...and I need a class to roll dice and calculate damage...which comes in (at least) physical, burn, poison, and radiation variants...and the actor is at particular coordinates in a space, which we will call an arena...
And before I knew it, I'd implemented, basically, the core of a roguelike.
Just to get two raiders fighting each other needed all of the above, plus motion rules, plus morale, plus a turn sequencer, plus choosing weapons, plus some kind of strategy algorithm.
Three raiders? Now I need a faction system...
Fortunately, once I had the core turn sequence worked out, and actors and weapons up and running, it was pretty straightforward to create a catalogue of world objects (armor, weapons, ammo, creatures, etc.) and pit actors against one another.
Sgt. Gutsy #1 turn phase act: Sgt. Gutsy #1 chose weapon laser rifle to attack Mirelurk Killclaw. Sgt. Gutsy #1: phase act; target is Mirelurk Killclaw; action is attack Sgt. Gutsy #1 attacked Mirelurk Killclaw with laser rifle. Sgt. Gutsy #1 [22] did 7 damage to Mirelurk Killclaw [-5] Attack (needed <= 56; rolled 47) hit: d10 -> 6 Turn done for Sgt. Gutsy #1. Mirelurk Killclaw is dead; removing from arena Gutsies vs. Killclaw. Victors (22 turns): Sgt. Gutsy #1; HP: 22/70/70 Armor: heavy armor (heavy): blocks 8
And from there it wasn't all that hard to wrap a single battle in a loop and then plot some statistics for the battles.
Mutants (melee x 2, ranged x 2, overlord) vs. Deathclaw: results of 300 trials: Average battle length: 17.73 turns. Super Mutant Overlord survived 53.00%. If surviving, 70.99% HP left. Deathclaw survived 46.67%. If surviving, 20.69% HP left. Super Mutant (Ranged) #1 survived 17.00%. If surviving, 72.00% HP left. Super Mutant (Ranged) #2 survived 11.33%. If surviving, 76.35% HP left. Super Mutant (Melee) #1 survived 4.00%. If surviving, 78.00% HP left.
You can find the simulator at: https://github.com/athornton/rpgexperiments/tree/master/Fallout/FalloutBattle/FalloutSimulator
The actual run-the-battle code is: https://github.com/athornton/rpgexperiments/tree/master/Fallout/FalloutBattle
I hope to add more stuff to the catalog, tweak some of the values for things, and eventually implement things like splash damage on misses.
Please feel free to play with it. Pull requests will be considered, though I won't guarantee adoption.
That gave me the data I needed to figure out how many hit points to give enemies, what skills they should have on their attacks and what damage those attacks should do, and so forth.
So: I've created a simplistic roguelike-video-game event loop in order to simulate a set of pen-and-paper RPG rules I wrote, in order to emulate a video game, so that my players have more fun.
...and you can too!
Because war, war never changes.
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