In this first part, I chat a bit about some general topics including how I believe an RPG should be created (you know, actually including the ‘roleplaying’ aspect, something Bethesda seems to have forgotten).
This post talks a bit about the Wasteland itself and how DC looks way too barren, given that region’s rainfall per year… not to mention that whole 200 years after the bombs deal.
This time I’m talking a bit about Megaton and Canterbury Commons, combining them into a single coherent settlement.
Good old Tenpenny Tower. A promising location that could’ve been used to explore a multitude of interesting moral dilemmas… if Bethesda were capable of such writing.
Rivet City, a location with a neat concept but also a bunch of issues.
Part 6 talks a bit about Vault 101 and how I’d alter the opening act of the game.
This part discusses a new major settlement in the DC Wasteland, the aforementioned Eighton, and the faction inhabiting it.
Up today are Talon Company, Reilly’s Rangers, and the Regulators, three merc outfits that couldn’t work in a world lacking a functioning economy. Good thing my world has one, huh?
Here, I’m taking a look at Old Olney, a location in Fallout 3 that was really nice… and really underused. Criminally so, in fact.
In this look at Fallout 3, I talk about that most awful of locations… Little Lamplight.
Another settlement that exists in its own little vacuum dimension divorced from virtually everything else, Big Town could be so much more with just a few tweaks.
This week we’re delving into the old history museum and the ghouls holed up there. Additionally, I bring in a second ghoul faction in conflict with the existing ones in order to spice things up a bit.
Looking at the Vaults this time.
Talking a bit about how Bethesda screwed up the GECK in this one.
Ah, the dreaded DLC. Couple of these are actually pretty decent. Couple of them… really aren’t.
Let’s see if we can spice the world up by making the raiders less like generic mooks, only there for target practice, and instead have them be a serious force in the world, a real faction unto themselves.
This time we’re chatting about Oasis and the godawful Tree Minders. Oh, and Harold, because Bethesda just can’t help screwing up the good parts of the original games.
Talking a bit about the wastes themselves, along with a couple of the locations I’d have liked to have seen used for something more than generic enemy haunts.
Yet another under-utilised, generic raider haunt. Let’s fix that by making this a location morally questionable types can call home.
I suppose I can’t put it off any longer. Time for the Super Mutants!
In this part, I give the Children of Atom a bit less of a dumb reason for existing, plus we’ll be looking at Harold again, this time under the assumption that he hasn’t been ruined.