Fallout New Vegas Game
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Post by Fallout New Vegas Game on Feb 26, 2012 20:03:01 GMT -8
Ok so I while I am prepping for my Pathfinder Game I got an idea for a Fallout New Vegas game in Savage Worlds. what books should I use to get the right feel for the game?
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Post by jazzisblues on Feb 26, 2012 20:54:08 GMT -8
I would probably use stuff from the Crime setting, as well as Weird War II just as places to start. But then again I tend to yank bits and pieces from all over.
Cheers,
JiB
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Deleted
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Post by Deleted on Feb 26, 2012 23:04:20 GMT -8
It's not Savage Worlds, but the post-apocalypse game Atomic Highway has a pretty easy system that would make a great Fallout RPG. It has rules for Mad Max-style vehicular action but the core of the game works for Fallout action. It's free, so you don't invest anything just checking it out: rpg.drivethrustuff.com/product_info.php?manufacturers_id=3009&products_id=70124&affiliate_id=10761If you want some retrotech for Savage Worlds you could check out Weird War or The Day After Ragnarok, which is a specific post-apocalypse setting. You could even use Tour of Darkness, the Vietnam-era Weird War book.
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Post by rickno7 on Feb 28, 2012 20:02:21 GMT -8
Deadlands: Hell on Earth should have some great stuff for you to look through. I do not think there is a Savage World's version, but it is a cousin with lots of game supplements. Even if it does not have the "feel" of Fallout totally, it has the look of that post-apocalyptic genre. I would be surprised if you do not find anything useful.
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Deleted
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Post by Deleted on Feb 29, 2012 5:36:14 GMT -8
I know that you said you wanted to use savage worlds... and I can't give you any advice on that as I don't know and use the system, but I can give you this link: sites.google.com/site/tectuctitlaysgurpscoversions/Home/gurps-falloutHere you will find a GURPS Fallout conversion which is really, really well made along with a few adventures. Cheers! Onkl
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Post by clockworkmonk on Feb 29, 2012 7:42:12 GMT -8
There are a couple Savage conversions for FallOut on Savagepedia. They look pretty interesting, but I can't attest for how well they may or may not play. The one that looked most appealing to me had rules for addiction in it, in case your players were popping the Buffout like candy.
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Emil
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Post by Emil on Mar 1, 2012 5:49:42 GMT -8
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Post by KrookedRook on Mar 10, 2012 13:13:07 GMT -8
I would second Emil's suggestion of Darwin's World. It is essentially the Savage Worlds Fallout Companion, as far as I'm concerned.
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Post by stork on Mar 10, 2012 17:31:33 GMT -8
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maxinstuff
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Preferred Game Systems: DCC RPG, Shadowrun 5e, Savage Worlds, GURPS 4e, HERO 6e, Mongoose Traveller
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Post by maxinstuff on Mar 13, 2012 22:11:56 GMT -8
I know that you said you wanted to use savage worlds... and I can't give you any advice on that as I don't know and use the system, but I can give you this link: sites.google.com/site/tectuctitlaysgurpscoversions/Home/gurps-falloutHere you will find a GURPS Fallout conversion which is really, really well made along with a few adventures. Cheers! Onkl Seconded! Not sure if you're aware but Fallout was originally going to be made using GURPS (much like Baldurs Gate uses D&D 2nd Ed.) If you want to replicate the feel and mechanics of the video game - GURPS might be a better choice to be honest. It would definately be easier to get the Fallout archetypes down - with specialists in small guns/big guns/energy weapons. And you would have the same granular skill control you have in the video game. Alternatively you could also consider using the optional rules for skill specialisations in Savage Worlds - but I haven't used these rules before so haven't experienced how it affects character skill progression - although any time you are spreading points between more skills progression will slow down. OR you might not care for the video game at all - and just really like the setting. In which case ignore me
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