Sunday, September 7, 2014

Actual Play: Savage Fallout (SAD) Session 3

This week, our friendly troupe of wastelanders arrived at the Sierra Army Depot, and immediately spent about an hour discussing how to short-out the perimeter turrets. Many hijinks followed and a goodly bit of pain was suffered, but the group made it into the facility intact, and proceeded with their looting.

I'm usually saddened when I realize that people I know haven't played the earlier Fallouts, or worse: that they've not enjoyed them in comparison to their next-generation successors. For this game, I'm somewhat glad of that regretful situation, as I'm able to basically rip an entire plot line from Fallout 2 and present it as a viable mission.

There's also, of course, the refreshing attitude to take towards the source material, as Fallout 2 is a computer game, so a lot of the varied options available to tabletop roleplayers wasn't presented, and so it offers a great amount of improvisation to me, as the GM/Overseer, at the table. It's also super convenient to already have loot tables and plot devices set up for the game itself so I don't really have to worry about that kind of stuff.

In any case, I guess all I'm really saying is that I hope Fallout veterans can enjoy this Actual Play as much as I do overseeing it, and as much as my players do playing it. I look forward to playing more Savage Fallout next week, which will be an extra long episode, possibly broken up into two approximately three hour sections.

Our Players:
 Randy, Susan, Scott, Cecilia

The Overseer: David Schimpff

Again, Savage Fallout rules are hosted at


  1. Very enjoyable playcasts David, sounds like you have a good group of players. Hearing all the SW/Fallout goodness is inspiring me to start up a game again. :)
    Despite its claims, SW combat is not particularly fast, but I find it interesting enough both as GM and as a player to not mind that too much. But yeah, an often occurring pattern is: 1 hour of plotting + 5 minutes for the plan to fall apart + 1,5 hours of subsequent combat. This can take the pace out of a campaign somewhat, but if you're playing on a weekly basis it's alright. Looking forward to see what happens to the group!

    1. We're making an attempt to finish tonight. It's gonna be hilarious, we've finished part 1, and I'm gonna have to really rush them through part 2 if we're gonna reach the finale before midnight.