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 www.savagefallout.blogspot.com

2 comments:

  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!

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    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.

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