#fallout a post nuclear role playing game
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lunasuccor · 25 days ago
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Starting Fallout part 2 today at 4pm! Come check it out and follow for more HERE! <3
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gothjeffskinner · 2 years ago
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My movie poster for Fallout 1 made with a variety of photo editing and digital painting techniques
Get it on stuff here
made using stills from Zachariah, The Rover, The Girl with the Dragon Tattoo, Resident Evil Apocalypse and Extinction, and Underwater
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joehills · 7 months ago
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Sunk Cost Fallodyssey
I spent $2.72 buying Fallout: A Post Nuclear Role Playing Game and was dismayed to discover that Codeweavers Crossover would only install, but not run the executable.
Unwilling to give up, I spent a few hours attempting different Crossover bottle tweaks before stumbling onto the existence of the Fallout: Community Edition project, a modern reimplementation of the game's engine with compatibility for modern computers.
At last, the game launched successfully, and I learned from the opening cinematic that war is transformative but static, and was allowed to access the character creation screen:
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Since I don't know anything about Fallout, I decided to create a character based on Kaladin Stormblessed from the Brandon Sanderson's Stormlight Archive novels. In Sanderson's story, Kaladin is an unlucky son of a small-town physician somehow trapped in a cycle of being beaten within an inch of death while everyone else around him is killed, losing whatever job he had at the time, and ending up with a new job that is somehow more dangerous.
I started by lowering my character's luck stat to the game's floor of 1 (Very Bad), then re-investing the spare points into maxing out his endurance at 10 (Heroic) and bumping up his agility, charisma, and intelligence a bit each. I took a point out of perception because Sanderson's Kaladin usually needs obvious things explained to him.
For his three Tag Skills, I selected Melee Weapons, First Aid, and Doctor since Sanderson's Kaladin had training both as a spearman and as a physician.
For the first of his two optional traits, I selected Good Natured, which dropped his combat skills but boosted his First Aid, Doctor, Speech, and Barter abilities. My other choice here was Jinxed, which causes both the character and everyone around them to roll critical failures more often.
I started the game and died a dozen times to random encounters in the wastes. I was still having fun, but admit that I was growing a bit discouraged when I finally found my first actual spear on a random corpse giant molerats were dining on family-style.
Since grabbing the spear and fleeing those molerats, things have been looking up! I hit level two and have reached Vault 15 with far fewer deaths. The vault itself seems to be in poor repair, but without a rope to drop down the elevator shaft, I may need to continue my adventure elsewhere...
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justdiptych · 7 months ago
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The original Fallout had one group of raiders. That was the name the game map gave to them - 'Raiders' - but they were in fact known as the Khans. They were a relatively minor faction, being tied to quests in the first town the player is likely to visit, but we learn a lot about them in their brief appearance.
Many of the Khans are given names and dialogue, and will tell the player about their history - including how they came from the same place as the people of Shady Sands, Vault 15, and feel entitled to share in the town's wealth. Some see their raiding life as a way to claim control of the post-war world - ruling through strength and fear, believing that old ideas of morality died with the rest of the world. Others treat it as just another job - they support their group by trading, maintaining equipment, preparing food, and other everyday tasks.
In short, the Khans are a fully-realised community, as much a part of the story as any other. We learn that their brutal leader, Garl Death-Hand, took command after killing his abusive father. The player can kill him, or negotiate with him, or impress him with acts of cruelty, or even challenge his nihilistic views by convincing him that they're his father, back from the dead. Killing Garl and destroying his compound is treated as the best choice for the region as a whole, and is confirmed to have happened in the next game in the series, but it's certainly not the only option.
Fallout 2 has two groups of raiders. One - again marked 'Raiders' on the map - turn out not to be raiders at all, in that they're not attacking towns to steal their wealth. Instead, they're a mercenary company, hired by a disreputable businessman from one town (New Reno) on behalf of another town (Shady Sands again, now the capital of the New California Republic) to harass a third town (Vault City) to convince them that they need outside help in maintaining their defences. It's part of the game's major subplot about the three societies competing for control of northern California and western Nevada.
The other group are the New Khans, founded by Garl's son Darion after the original Khans' defeat. These Khans aren't nearly so fearsome as their predecessors - they mostly operate in secret, hiding behind a group of squatters who have moved into the ruins of Vault 15 and pretending to help them restore it for use. Darion is wracked with resentment over what happened to his father's crew and guilt for having survived, and his gang ultimately present little real threat to the outside world.
What I'm getting at here is that, in the world of Fallout as it existed in those early games, 'raiders' were not a major factor. There was one group who conducted raids as part of their regular economic activity, but only against particular communities - Shady Sands saw them as raiders, but to the Hub, they were just traders. Raiders only existed in a particular context - they had particular interests, beliefs and opportunities that would not always be possible or applicable.
Most of the games' conflict came not from the existence of raiders but from bilateral political and economic competition between groups with overlapping but not identical interests, which was reflected in their respective ideologies. We see this in Killian and Gizmo fighting to control the future of Junktown, and in the Master's attempt to reshape the world with the Unity while the different groups of New California try to retain their independence.
We particularly see it in Fallout 2, with its three-way battle for economic domination between the constitutional democracy of the New California Republic, the mafia-ruled narco-state of New Reno, and the elitist technocratic slave state of Vault City. Which of these groups continue to rule and expand, and which crumble, is what ultimately shapes the region's future - with control of Redding and its gold supply as the linchpin.
While the Enclave are the story's primary antagonists, they're chiefly characterised by their refusal to engage with this new socio-economic order - they believe that all outside authorities are illegitimate, and all outsiders non-human, and their only plan is to release a bioweapon into the atmosphere and kill literally everyone on Earth but themselves. The Enclave's defeat is necessary for New California's survival, but, otherwise, they change very little about how people live their lives. They're like Darion's New Khans on a larger scale - relics of a fallen order, robbed of their purpose, hiding in an old bunker and driven by nothing but resentment of having been left behind.
I might, in future, talk about the contrasting depiction of raiders in Fallouts 3, 4 and 76, and about New Vegas's use of raider and bandit groups like the Khans, the Legion, the Fiends and the White Legs. For now, I think I've made my point - that raiders are not a fact of life but a product of a particular place and time, and much less relevant to the universe of Fallout than other forms of competition and violence.
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inplodinggofer616 · 1 year ago
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war. war never changes. its always about who is sexier, and this war was no different
RB for the largest sample size this site has ever seen. it's time to put an end to this.
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headlesssamurai · 7 months ago
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have you seen fallout btw? like the show?
Ya'know, I'm not in the best state of mind for such discussions at present, yet even a few drinks in after a night out at a show I'm compelled to inform you I have in-fact watched Amazon's Fallout. My impression overall was generally unfavorable, though not for any of the commonly cited reasoning with which you might by-now be acquainted. I've a somewhat (from what I've noted) unique perspective on the topic; I believe there are only two "good" Fallout games, and neither was released in the 21st century. Given what I see as the abysmal state of Fallout in video games over the past two-and-a-half decades, I expect basically nothing from Fallout as a franchise. Given that Amazon's Fallout appears to exclusively reference all of the more recent (akin to garbage) entries in the video game series, and its overly-ambitious attempt at an ensemble storyline, I found its progression tediously dull, its writing confusing and illogical, and its worldbuilding weakly over-reliant on the oft-used key-jangling for gamer fans (absent meaning or depth) and leaning too hard into pre-informed knowledge of the game-world-- while also terribly contradicting it --a lore literacy which basic TV viewers would not understand. They broke away from Lucy far too quickly in my opinion, the audience should have first seen the surface when she does, the flashback with the Ghoul's past history should not have been the opening scene, do that later, much later -- I'm talking season-finale-later. Such jarring editing and progression was, let's say, less than skillful in its execution. Still, Lucy is well-written, interesting, and well-performed by the drop-dead gorgeous Ella Purnell, as is the Ghoul intriguingly written, performed, and elevated by the ever eminent Walton Goggins. I just wish they were they only main characters, rather than just the only two memorable ones of the four we get. Also, Ramin Djawadi's score is amazing, as wasted on this show as is all of Steve Jablonsky's wonderful work on Michael Bay's Transformers films. But, to me, Fallout has been in a state of horrific mangled afterlife for years now, and should have ended long ago, so trying to claim the show "ruins" something pure and awesome is a bit of a stretch. It's been ruined good-and-proper for a long time now.
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侍 headless
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pixelarabcom · 2 years ago
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انتباه : ثلاثية fallout مجانية ليوم واحد
انتباه : ثلاثية fallout مجانية ليوم واحد
أعلنت epic games عن توفير ثلاثية fallout مجانية ليوم واحد بالمجان وذلك ليوم واحد بدءا من يومه الخميس 22 دجنبر. وسينتهي العرض مساء يوم الجمعة 23 دجنبر. الألعاب هي : Fallout: A Post Nuclear Role Playing Game Fallout 2: A Post Nuclear Role Playing Game Fallout Tactics: Brotherhood of Steel السلسلة من إنتاج…
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dr-iphone · 2 years ago
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【限時免費】24 小時限時放送《Fallout: A Post Nuclear Role Playing Game 異塵餘生》,2022 年 12 月 24 日 00:00 截止
【限時免費】24 小時限時放送《Fallout: A Post Nuclear Role Playing Game 異塵餘生》,2022 年 12 月 24 日 00:00 截止
Epic Games Store 第八款限時 24 小時限定放送遊戲來了!這次放送《Fallout: A Post Nuclear Role Playing Game 異塵餘生》,玩家要限定 24 小時內,登入帳號就能免費領取這款遊戲,還���永久保存,最遲只要 2022 年 12 月 24 日 00:00 時之前,快點搶起來吧! (more…)
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galoogamelady · 7 months ago
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What’s Fallout like? Like I know I can google what kind of game it is but more than that what games would you compare it to? and is it more story-based or gameplay-based?
That's a difficult one to answer and I'm not sure I have the authority to do it lol
But I'll try!
The Fallout fandom is fairly complicated due to the IP being passed around and the lore/values of its storytelling being muddied over the years. That being said I think both old-school and new fans would still agree that the story is the most important element, as they're meant to be role playing games where you make decisions on often heavy matters (especially in the games of the original devs).
Fallout 1 and 2 are turn-based isometric rpg-s from the late 90s. If you like that type of gameplay, they're fantastic games and cult classics. They don't shy away from heavy themes.
Then the IP got sold to Bethesda and their version of Fallout is a FPS/TPS action experience, as seen in Fallout 3 and 4. The combat is fun but even the newest game is shit by shooter standards. If you played an Elder Scrolls game (like Skyrim), they're like that but set in a retro futuristic post apocalypse. A large slice of the fandom has only played these ones and skipped the original turn-based games.
Fallout New Vegas was made by the original team but using Bethesda's engine. Many fans would tell you that out of the modern titles, that's the one with the best writing.
Fallout 4 was a very popular title due to the scrap and build system. As you adventure, you can scavenge all sorts of trash and then build your own little settlements in the wasteland and populate them with settlers. Add mods to that, and the community really did some magic. It made people connect with the world of Fallout on a personal level.
The story in a nutshell: in an alternate timeline, survivors of a devastating nuclear war are trying to rebuild and make the irradiated wasteland of the United States liveable again but every group and faction has a different take on how society should be rebuilt. When the writing is done well, your choices have weight and it's impossible to be fair and please everyone. You get to discover a variety of different factors that lead to the Great War and you have to wager whether humanity is doomed to make the same mistakes all over again. Is there a way to avoid them? What kind of sacrifices does that require? Etc.
A lot of it is supposed to be a critical look at war, 50s Americana and the dangers of nationalism, rampant consumerism, xenophobia, etc.
Hope this helped a little! It's difficult to find two Fallout fans who are on the exact same opinion of all the games. I personally think, the fun part of the games is when you get to carve a little slice out of the wasteland for yourself and your community and the stimulating part is the overarching story and lore.
It's no wonder the original writers made The Outer Worlds too, which I don't consider a legendary game but the similarities are obvious in the themes.
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lunasuccor · 28 days ago
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This is exactly why I don't stream back to back days I need that time to get ready! Anyways STREAM LIVE NOW, playing Fallout 1, totally going in blind! Check it out and Follow for more HERE! Pwease? :3c
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videogamepolls · 9 months ago
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necrotic-nephilim · 1 month ago
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https://www.tumblr.com/necrotic-nephilim/764367433969664000/for-the-recent-ask-game-im-really-curious-about
Agree with all of this but especially the Parentification thing has always annoyed me! I never understood why people think mentoring Damian was parentification, Dick was a grown man way out of his teens?! Lowkey, because I see this in the anti fandom side a lot, think they want to write Dick being the other boys’ mommy so bad but can’t because that’s icky so they say “parentification” & “Eldest Daughter Syndrome”, half joking but there is at least some feminization going on.
(linked post) YEAH you get me!!! like? Dick is in his mid to late 20s, he is a *fully grown adult* who has the facilities to make the decision to be Batman and take in Damian. no one forced him to do that. it was his choice and even if he was strong-armed into it, it *still* wouldn't be parentification bc he was an adult. he was never a child taking care of other children and *that* is what parentification is. he's a grown-ass man there's no need to infantilize him or his relationships.
honestly, you're right about the feminization, i totally agree. because it's always weirded me out, this whole Eldest Daughter Syndrome thing? which is just a fancy, nicer way to say parentification. and the worst part is these concepts aren't even genderbending Dick, which i would be really interested in. they just want to assign him feminine aspects to further make him the victim that they can woobify and whump. if you feminize him, it's easier to put him in that submissive, victim role contrasted against Bruce or anyone else. and while i think gender roles can be interesting to play with in fanfic, esp in subversive ways, it has always picked me slightly that the fandom feels the need to feminize him in such a bold way where the only aspects of "feminity" he can experience are ones of subjugation. Bruce forcing him to parent and "mommy" the other Ribins like you said, Dick being isolated and only being appreciated as a caretaker, him never doing Any Wrong to other characters, and so on. when the fun of Dick is that he's nuanced and sometimes, he reflects some of Bruce's worst traits. his anger is not "female rage" it's *just* anger. (honestly, i'm not even sure what "female rage" is supposed to be anymore-) he's just someone with a complicated relationship with Bruce and yes, Bruce certainly failed him in certain aspects. but the thing is, the reason Bruce and Dick's fallout is *so* violent, is *because* they were so close. they had their golden years in Dick's youth where they ran as a well-oiled machine and everything was (relatively) perfect. Bruce definitely misstepped with Dick, but he far from victimized Dick.
it's always wild to me how the anti side of the family wants the Batfam to be Schrodinger's found family. in which is both completely wholesome and nuclear and everyone gets along and they have family meals together and they all live in Wayne Manor. but *also* it wants Dick to be a victim of parentification, Tim to be a victim of horrific abuse at the hands of his parents and then Damian and Jason, Jason to be deeply traumatized by his death and not coping well. like these don't click together? and it makes for a very jarring comparison when antis are so so clung to the idea that the Batfam is a nuclear happy family but also shoving these roles onto Dick that don't make sense. you can't have your cake and eat it too, yk.
also, not to fandom wank *too* hard but like. parentification is a *real* word. it's a real form of abuse and not something that exists in a fictional vacuum. and assigning it to characters that it outright doesn't fit can make it harder to discuss bc it dilutes the term. maybe it's bc i grew up in a home with rampant parentification so it hits close to home but like. this isn't just something you can slap onto a character to make an interesting-sounding meta anylsis. some fictional characters have been parentified and their stories explore that. Dick's does not. that is an adult. free him.
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justdiptych · 7 months ago
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General Fallout gripe: it is weird how often the games assume that all drug use is recreational, rather than performance-enhancing. It's particularly weird, given that the only illicit drugs in the original game were performance-enhancing - steroids (Buffout), study drugs (Mentats) and some sort of secret rage-inducing military concoction (Psycho).
Nominally recreational drugs started appearing in Fallout 2 with Jet (super-meth with a side of shrooms). 2 also featured characters discussing other drugs - weed, coke, peyote - but they didn't appear as in-game items. A few more fun-style drugs have been added since then - Daddy-O, Day Tripper, and such - but they don't get as much attention as the Big 4 of Buffout, Mentats, Psycho and Jet.
So, people talk about using these chems to party, and assume the player does too. Troike in New Vegas says that his standard Saturday night entertainment is Buffout. Hancock in 4 says his favourite indulgence is Mentats. And... I'm not a drugs person, really, but are people really taking steroids to have a good time at the club? And, even if they are, why would they assume that's why the player is using them?
The player doesn't experience any of the pleasures their character is experiencing when they use chems, any more than they can taste the food their character is eating. They're most likely just using them to increase their stats - to pass a check, or do more damage in combat, or whatever. In short, as a performance enhancer. I assume that's why all those drugs discussed in 2 didn't actually appear in-game - because they wouldn't be useful stat-increasers and so didn't make sense to include as, effectively, RPG potions.
I feel like this might come down to maintaining a sense of familiarity and brand recognition - everyone knows Buffout et al. are the Fallout Drugs, so they get plugged in everywhere drugs are needed in the story, whether or not it makes sense. Plus, using the made-up, silly-sounding names helps avoid another morphine/Med-X fiasco (thanks to my country's ridiculous government and its persistent terror of any technology newer than the rotary telephone.)
In which case, well, credit to 4 for inventing some suitably-sillily-named recreational drugs... and I can only attribute it to that game's famously uneven design that it then failed to properly feature them in its story or draw much attention to them at all. I'd be interested to know who made them, who uses them, how they work! But, we got nothing - apparently, they're much less popular highs than combat enhancers and Ritalin.
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indie-ttrpg-of-the-week · 7 months ago
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Apocalypse World
Did you know that some early PBTA games used to have *Blank* world as a naming scheme? it never really caught on
Touchstones: Fallout, Mad Max
Genre: Post-Apocalypse, Drama
What is this game?: Apocalypse World is a roleplay focused post-apocalyptic roleplaying game, its also the game that spawned the very popular PBTA framework
CWs: Apocalypse world deals with many dark themes, it's considered an "R-Rated" game citing Language, Sex, and Violence, it also features Mind control, mentions of drug use, and general post-apocalyptic horribleness, however I will attempt to stray away from those themes if possible
How's the gameplay?: OK, I'll likely actually link back to this review a few more times as we talk about other PBTA games, just so we can skip explaining the PBTA gameplay every time, so we're gonna try to be pretty thorough this time Apocalypse World's primary mechanic focuses on the use of Moves, Playbooks, and a 2d6 resolution system, where 1-6 is a miss, 7-9 is a weak hit, and 10-12 is a Strong hit, however your roll will always progress the story in some way, this way even failure can be fun! Moves trigger when doing specific actions, and they all interact with mechanics in some way, the prototypical move in Apocalypse world reads like this: "When Narrative trigger: gameplay effect", then this will either help you with a roll around the gameplay effect, or have you roll for a new gameplay effect, whereupon it'll read like this: "On a 1-6, Failure with consequences, on a 7-9 Success with Consequences, on a 10-12 Success with no consequences" Moves will usually add a stat to them, Apocalypse world's stats are Cool, Hard, Hot, Sharp, Weird, and HX, HX being an asymmetrical stat determining your relationship with other characters.
Playbooks are your character's narrative role, it will give your characters their narrative abilities, gameplay moves, relationships, appearances, basically everything about your character beyond things such as name (and even then, some games remove THAT distinction too), you pick one at the start and generally stick with them the whole game, think of it as a class, in Apocalypse World specifically every playbook has a "Special", a move that generally triggers when characters have sex, this might seem like the type of thing that other games in the framework dumpster pretty quick, but you'd be surprised it actually took a bit for people to get rid of that one
What's the setting (If any) like?: It has one Ok, in all seriousness, Apocalypse World's setting assumes you're playing in an edgy, presumably nuclear, mad max inspired post apocalypse, characters are grimy, aesthetics are leathery and gritty, mutations are common, and shit's BAD. Otherwise, feel free to work on the specifics, maybe you just want to play 1-to-1 fallout, or maybe you want to create your own fully original apocalyptic version of The Butt, Coventry, UK
What's the tone?: Dark. Apocalypse World makes it very clear that the world sucks, and the characters (probably) suck, while you could play a ragtag group of do-gooders, the game assumes a morally gray cast in a world that is actively hostile towards them. Apocalypse World's tone is, not for the faint of heart
Session length: Variable but 3 hours is usually enough to do quite a bit
Number of Players:  3 Minimum, but obviously more can help
Malleability: Apocalypse World's setting is generic to non existant, letting you play a ton of post apocalyptic settings, while branded apocalypses like Fallout or Mad Max might be difficult due to the inclusion of overt supernatural elements, you could really do any nuclear apocalyptic setting within this framework.
Resources: Apocalypse World has quite a few resources just due to being one of the oldest PBTA games, a google sheet exists, I've seen some short scenarios, and the game provides you with Move and Playbook cheat sheets, fan playbooks also exist and there's some pretty good ones if you look around enough, it's not a lot but it's enough for what the game is And here's the big cheese! While most modern PBTA design comes from Monsterhearts and Masks, this is the game that started it all, its gritty and very rough around the edges, but I still really like it
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thefalloutwiki · 1 year ago
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Pictured: The splash screen of the original 1997 release of Fallout: A Post Nuclear Role Playing Game. This would appear when you inserted the CD-ROM into your Windows 95 computer.
You can read more about the very first Fallout game here.
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proudfreakmetarusonikku · 1 year ago
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a familiar face
Anyway, some infodumping about this AU under the cut
what is going on what is this au even based on?
This AU is heavily based on Fallout New Vegas, though it technically takes place in the SMP proper. c!Dream is taking the role of Mr. House, one of the joinable factions of the game (yes he’s his own faction), while c!Tommy is taking the role of the Courier, the protagonist of the game.
why does it take place in the smp proper? is it not in the fallout universe?
The idea of this AU is that it takes place hundreds of years after the nuclear bombing of the Dream SMP. So it’s technically not in the fallout universe, no! However, the remains of the SMP have developed a similar society to that of the Mojave in Fallout New Vegas, though it isn’t exact.
so shouldn’t c!tommy be dead?
He is! Everyone died except c!Dream, and even that’s technical (he’s a withered husk in a pod connected to his computer). The idea is that, like Mr. House, c!Dream basically hooked himself up to a computer to live forever after learning about the nukes much earlier, and in diverting them from the Prison he ended up ensuring basically the entire server was caught in the crossfire, turning it into a post nuclear nightmare. This c!Tommy just so coincidentally happened to be born near-identical to the deceased c!Tommy, as did every returning character, because while the time loop broke its underlying effects are still kinda fucking with shit. c!Dream, of course, is ecstatic.
is c!dream and or c!tommy evil in this?
c!Dream, as a whole, is morally ambiguous, because all the factions have to be its based off fallout new vegas they’re all shitty but trying except the fucking legion. He wants to lead humanity into a new era, and help repair, but he’s an egomaniac dictator who’s sanity hasn’t been done any good over the past couple hundred years. c!Tommy's just a sixteen year old mailman who gets caught up in too much shit alas. He's probably got decent karma, in game terms, he tries. But he’s also like, way less qualified than the actual Courier.
who does c!tommy join?
He wants to join the NLR (New L'Manberg Republic). Turns out playing a version of Fallout New Vegas where Mr House is like infinitely more Interested in you (and he fucking saves you from dying immediately lmao he Very Badly wants you on his side) makes that VERY HARD. absolutely not interested in eggpire legion tho.
why is c!tommy shocked when he’s not even looking at c!dream?
Because there's a wall of lava behind him that just sprung up and he’s hot as Shit in that ranger outfit man.
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