![]() But even more than combining these two, the entire development and profundity of this game make it something unique and great. The controls and the art, in general, are pretty similar, which is an excellent thing. There are plenty of elements like the skills, dialogue options, and exploration that are similar too.īut when it comes to the visuals, it is much more similar to Wasteland 2, and this goes even into the UI. But where Fallout follows the American representation of a nuclear wasteland, in Atom we get insight into the post-apocalyptic soviet world. It is easy to see the similarities between Atom RPG and Fallout, one of the biggest classics in the genre. And while we do go out of the base fully loaded, armed, and well-equipped, we are immediately robbed by a group of thieves and left on our own to survive in this world. Our character is military from a secret organization called ATOM, whose main purpose was to look first mission is to go out of the base, find, and retrieve a group of ATOM that abandoned the facilities and never came back. You create a character and spend some points with the basic attributes, skills, and special abilities of your choice. It is pretty much the usual you’d expect from these kinds of games. Here where we get to create our character and start our adventure. Little by little the inhabitants have managed to start to rebuild with small settlements on the ruins of what once was. Not to mention the thieves, robbers, and criminals that go around terrorizing the surviving inhabitants and of course, the wild animals and mutants that were created by the radiation mixed with animals. #A post nuclear rpg a.t.o.m. v full#Now, twenty years after the conflict, the soviet land is still a dead place, full of radiation and all its consequences. The nuclear war against Occidental Block has left a dark mark behind, and the entire region is now devastated. I've never found it fun in the games and I don't imagine it'd be any more fun in a table top version.USSR, the year is 1986. I would also absolutely hate to have to deal with weapon degradation. That helps the players know what to expect and the GM know what kind of world to create. Fallout: A Post Nuclear Role Playing Game is a 1997 role-playing video game developed and published by Interplay Productions.In a mid-22nd century post-apocalyptic and retro-futuristic world, decades after a global nuclear war, Fallout s protagonist, the Vault Dweller, inhabits the underground nuclear shelter Vault 13. I often think the voice used to write a game book can be an excellent guide to how the game should feel in play. #A post nuclear rpg a.t.o.m. v windows#One great way to do that would be to write the rules document with that chirpy but vaguely sinister tone. ATOM RPG: Post-apocalyptic Indie Game GOG.com digital for Windows Delivers instanly online in your account or by E-Mail. There should be gonzo critters and characters and equipment. I'd also want ammunition to be a similar concern.īut I'd also want the rules to support Fallout's dark comic tone. I'd want the survival aspects of finding food and water and avoiding radiation poisoning to be a legitimate concern. It wouldn't feel much like Fallout without it. Project ATOM is a post-apocalyptic indie game, inspired by classic CRPGs: Fallout, System Shock, Deus Ex, Baldur's Gate and many others. Were I playing a Fallout game (and I currently am, with rules of my own design) I would definitely want my stats to follow the SPECIAL system. What features do you believe this game should have? My purpose for posting is this I want input from other fans of the franchise, as well as systematic perspective from gamers. This game isnt being designed with fool hardy, gung-ho shoot-em-uppers in mind, but with clever, calculating team players instead. Trade is negotiation based, as opposed to currency based, ammunition is rare, and enemies arent weak. Food and water consumption is important, equipment condition is a constant concern, illness, disease and radiation are all looming dangers and combat is tough and unforgiving. Im pulling pieces of all of the games together, and where games contradict one another, Ive sided with my personal preference, so while a bottle cap has the value of a bottle of water, power armour also requires fuel. Having come from a primarily Dungeons and Dragons (bastardized 2e, heavily overhauled, very detailed) background, I wanted a detailed system, a tough, unforgiving world, and a game that didnt rely on combat to move forward, and so here we are. I personally love the post nuclear, retro-futuristic setting, and have been itching to throw together something that ticks my particular boxes. Im attempting to create a pen and paper RPG for the world of Fallout. ![]()
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