[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/tg/ - Traditional Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


I want to run a Fallout campaign for my play group, but the official Fallout game looked like shit to me and I remember some anons recommending MY0.
What can I expect with the system? I read it's a dice-pool, is it as crazy as Shadowrun? Is it another game that pretends to allow failure, but it really doesn't (SWADE types)
In the alternative, what other suggestions would a fa/tg/uy have for a Fallout game? My group will not try GURPS nor the original "leaked" one (I spent an entire summer homebrewing that one, but lost all my notes...)
>>
File: covertest.jpg (184 KB, 864x547)
184 KB
184 KB JPG
>>97755856
I've done Mutant Future in the past. Not Fallout. But I'd say don't do Fallout anyhow. Fallout is just an amalgam of 80s schlock sci-fi. Do your own 80s schlock sci-fi. A derivative of a derivative amalgam is just weird. But it'd run Fallout fine.

It's close to Basic D&D, w/ the biggest difference being that your HP is "roll your constitution score in d6." So got a 12 con? Your starting HP is 12d6 and it won't change much throughout the game. Also it has lots of fun mutation tables, and draws a distinction between advanced technology and psychic powers. I can't remember if magic is in it by default but I don't think so. But again, it's pretty close to D&D basic so easy to copy-paste inito it if you want it. Also it has radiation rules connected to the mutation stuff.
>>
>>97756055
Oh and it's technically a gamma world retclone and free. I forgot to mention those two parts.
>>
>>97755856
never played MY0 but I played Forbidden Lands which is AFAIK mechanically the same game
>What can I expect with the system?
a solid skill-based system that is a good compromise between crunch and speed
>is it as crazy as Shadowrun?
no, much smaller dicepools on average
>Is it another game that pretends to allow failure, but it really doesn't
no, failure is definitely possible

I think it's a perfectly reasonable pick for running Fallout themed games.
You might want to redo mutations and random encounters to suit the setting though, and that's a somewhat substantial work

Also commenting on the other reply, I feel class based systems conflict with original fallout. MY0 technically has classes but that's on top of a skill based systems and not really restrictive. Also class restrictions can be home ruled out in a blink of an eye
>>
>>97755856
> but the official Fallout game looked like shit
I feel you so much.
I've not played MY0, but I love Year Zero Engine itself despite finding it quite flawed.
I played Vaesen (liked it), Alien (liked it) and Forbidden Lands (not really liked it).
I wanted to make my own YZE-homebrew with action points and hookers to run settings like Fallout, Arcanum, and Morrowind, etc. for my friends who unlike me are not into these "older" games, but I stuck hard.

My main beefs with the system:

- There is a meta-resource you usually gain from failing the roll while pushing. It affects a game and how it feels a lot. So it can be a no for emulating Fallout. Specifically, I am taking about random mutations in MY0.
- There is still a random initiative and not intuitive action economy.
- Math pushes PCs to be universal, samey.
- It can be toooooo fiddly, especially with different colors of dice, opposed rolls and armor rolls.
- Penalty for pushing the roll raises with attribute. It is a load of bs usually excused by mental gymnastics.

But why I still love it:

- Simply noticing the result of dice pool is so snappy and adds to the drama.
- The tactile feeling of rolling a handful of d6s is the best.
- Better chances and better results raise together with stats.
- Two-axis resolution with partial success / success at a cost which is usually is not an ass-pull but actual rule about depleting resources. And it is controlled by the player.
- Simple numbers.
- Probabilities curve is quite good and make sense from the "gamist" standpoint.
>>
Playing Fallout with GURPS is what the developpers originally intended. Call your group a bunch of fake fans for not knowing that.
>>
>>97756958
>- The tactile feeling of rolling a handful of d6s is the best.
Just get a fidget toy.
>>
>>97755856
... how about you read it and see for yourself, rather than making a thread with front-loaded assumptions?
>>
>>97758265
Ah yes, I would rather have another "what are doggos like in your setting" and "I am dead XD" threads then a thread that talks about actual games
>>
>>97758265
I was asking for other anons' opinions, not making "front-loaded assumptions". I can read it myself, but theory and practice are often different and having advance notice of some boons/flaws that only show when played is beneficial.
>>
Mutant: Year Zero is a great post apocalyptic survival RPG. I would say that it's a bit more like S.T.A.L.K.E.R. than Fallout but it's not really either of those. It is it's own setting and it does it well. I would describe it as being like T2K with mutants.
The dice pool mechanic is a little clunky but it holds up it's end without forcing you to focus on it too much.
It needs a dedicated table to get the most out of it. Some systems and campaigns can have an inconsistent attendance and run ok. Not MYZ though.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.