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killstring wrote:Oh gods, this. This.
It may not be super feasible for analog gaming, depending on the math, but still. Could be a lot of fun.
I seem to recall Chris Avellone doing something like this for the Fallout Bible, yes?
cmagruder wrote:I only suggested it because they said they would design it before they coded the game.
AgentTate wrote:I was a big fan of the Fallout P&P, I'd be all over a Wasteland P&P as well.
SagaDC wrote:I could certainly get behind a project like this. But then again, I could probably get behind almost any project that involved telling us more about the world of Wasteland. I do run a weekly tabletop game, though, so tabletop RPGs are of particular interest to me. There are (or were) only a small handful of Post-Apocalyptic RPGs on the market, and many of them suffer from poor writing (Exodus) or wildly inconsistent from edition to edition (Gamma World, although there were some good editions ). Darwin's World is a fairly solid game, despite it's reliance on the now-defunct D20 Modern setting, and Warlords of the Apocalypse seemed very promising... but it appears to be on indefinite hold.
I certainly wouldn't recommend bothering with the development of a tabletop game until the video game is finished, though. I think everyone wants Fargo and the rest to keep their full attention on Wasteland 2 for the time being.
cmagruder wrote:As mentioned before, they said they'd write one first to base the system around.
BubbaBrown wrote:I think it would be interesting for them to publish beta versions to the public during development. For an RPG, a pen and paper version is really an excellent analog to debug some general mechanics before going through the effort to code them. If you can't get some mechanic to make sense within the realm of pen and paper, you might be setting yourself up for trouble when you try to translate it to game code. Good software engineering relies upon heavy planning before you even type out one line of code. One good ER diagram can spare you untold amounts of trouble when you are developing a system.
And what better point to correct issues and factor in fan input then when the system is still within the pen and paper realm. It's a lot easier to rewrite a game rule in the context of an RPG system reference document than when it is coded and relied upon by many other game modules. If you can make is feasible on paper you can make it feasible on the computer. (Okay, maybe not always... Stupid NP Incomplete problems.)
Plasmablaster wrote:AgentTate wrote:I was a big fan of the Fallout P&P, I'd be all over a Wasteland P&P as well.
Did you play any adventure using it? We did once and it was pretty time-consuming, the damage system was a bit too heavy for P'n'P. It should be simpified instead of just mirroring the computer system.
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