I think they should be pretty basic/loose, with some rules for how combat essentially works, how finding food works in the wasteland, scavenging, etc.
For this RPG to survive and thrive on TWC, it must have a system of rules that are deep enough to do what we want it to, but light enough so that it neither scares off new players nor risk collapsing under its own weight....its a touph balance to strike.
Combat should be as simple as it would be in GoT, just add in Guns. Rolls for strikes with melee, and rolls for hits and misses. Depending on the weapon and gun of course. Different bonuses and negatives depending. Would have to come up with a advanced list for each or a simple list ex: Machine guns + etc etc.... Also rolls for looting/scavenging. Different loot for different locations. Like police station turns up more weapons. Secret safe might hold more valuable items....Secret Brotherhood of steel Cache lasers!.
I would have to say basic at first, but specific in some cases such as accumulating radiation and how to cure it. But I agree with Knight, finding a balance is hard.
Skills should exist like in GoT, but only for specific things that actually would be useful mechanically. Like scavenging, survivalism, etc. It's not really in the Fallout games, but we should remember that it is a post-apoc setting, and would be a lot like 'The Road'. Difficult finding food, gotta make shelter, freezing nights, etc.
Agreed. Maybe a few "Perks" for flavor.
Wild Wasteland trait plz
Well...Not in the same category as the road. I mean, is some places it could be that , but people can live in large groups in a reasonably civilized way without roasting the ing babies on stakes in Fallout.
Before developing the rules, we should make an outline of sections/categories within the rules. This will help us figure out what is necessary and what isn't.
Yeah, it's certainly not as bleak as the road, but I meant the survival aspect would be important.
@Zector: I would have to disagree with your view of where stuff is and involving loot. Examples: - The police station south of Primm has no weapons save from getting it off dead bodies of people you just killed - The abandoned Brotherhood of Steel bunker in New Vegas, that is between a Legion and NCR camp, has no weapons either, been cleared out save for a couple banners. Only place you could find decent Brotherhood stuff was in their active headquarters and safe house However, I would agree if such caches found would be in small and limited quantity. Say a BoS cache gives you three laser pistols and a few energy packs for ammo. As well as maybe 100 - 200 bottle caps as additional loot. Its really hit or miss with looting places, that is how I see it. Cause people may have already come and gone by the time you get there. Some places could already have been hit and scavenged for everything valuable. I doubt the Brotherhood nor a scavenger who came months before you would leave a safe of laser caches behind. So I believe exploring places for loot will be a 50/50 chance in terms of the rules.
I would have to agree with Lucius in regards to loot. As not only is it likely others have passed through, the condition of material in these locations could deteriorate to a point they are useless. Also, people coming through prior to the players could damage anything leftover in their searching for loot.So you could find a Fat Man, but it's too rusted over/or parts are missing that it is inoperable to worthless scrap.
I could maybe work on a loot table....
I also think that, in regards to the survival portion of the game, that there be rolls for Radiation. Note that not every-time you move you have to make a roll to see if you get some radiation, but when wading through water, in the presence of where a bomb might have dropped. Radiation hot spots is all. Depending where you are, make a roll to see if you get irradiated, then by how much. We should have to keep track of your own radiation level, just like in fallout, going past a certain point causes negative defects and maybe if it gets higher you roll for mutations XD (with a minuscule chance of a beneficial mutation ) only ways to get rid of radiation would be medical treatment. In regards to loot, I do agree it should be very limited, just trying to figure out a way to procure gear and caps. this isnt GoT or GSTK, where you have a stipend from land. (Thought maybe you can if you manage to take control of a town or place...but hey its just an idea....) Caps could be procured through becoming a trader of sorts, gambling, or some merc work. But aside from that a big thing about Fallout was exploration.
The way I would handle radiation, for example, would be like this: "The way ahead, through the canyon, is highly radioactive. You could die in 20 minutes even." Narrative style, not mathematics. Sort of unrelated, but I also don't want to have to control every NPC thing in existence as mods.
I believe we should make rules involving the different levels of radioactivity and how much time it would take for you to die. That way it is uniformed. But thats just me. Hmmm...I believe any NPC lesser than a faction leader, Sotha. Any major/important NPCs (leaders and high ranking people) should be rped by the mods and maybe trusted players
Perhaps use a simplified version of the Fallout 3 Radiation table? Which basically seems to go up by 199 per section from 0-199(No effect) until 1,000 or above, equaling instant death. Source
@Xion Thats what i was thinking/suggesting.
I am with Xion and Zectorman about radiation because if we put minutes before radiation kills you a lot of players that do not have time to RP a couple of days will die. With you got that much radiation you now know how much until you die so you go to doctor for cure.
It wouldn't be twenty minutes as in if you enter the radioactive area at 6:30 GMT, you die at 6:50 GMT barring any equipment/perks/etc., but twenty minutes in a specified sense, example it could be 20 posts/actions by the character, or something to that regard. At least that is what I get from the example Sotha provided.