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killer7

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Posts posted by killer7

  1. Re: GMing a Post Apocalypse campaign

     

    Thanks for all the input guys! I've decided to go with Fallout after running it by the playgroup (they said they would prefer a conversion o_O).

    I've reworked the S.P.E.C.I.A.L. system to fit the given stats, and changed the formulae for derived stats and weapons to match the 3d6 system. Just mapping and NPCs left :D

    When I'm done I think I'll put up a tiddlywiki for all of the conversion material if you guys are interested. Anyway, back to the grind!

     

    Lensman & Frisbee: You raise some interesting points that I'm going to have to put a lot of thought into. Getting the setting and flavor tuned is proving quite challenging

     

    Tancred & Susano: For now I'm going with adapted Fallout enemies (and a few locational ones I rolled up), but as it progresses I will undoubtedly be looking for source material, so thanks.

     

    (Vehicles and automatons won't appear until later on in the game so I'm putting them off for now >_<)

  2. Re: GMing a Post Apocalypse campaign

     

    Okay, that stuff sounds great. I'm thinking of setting it roughly 50 years after a nuclear fallout, so that radiation and mutation will play a huge roll in the game. I'm aiming for a kind of mad-max wasteland, which should at least save on time, So I'll make a starting location and a few simple monsters. Thanks for the advice and the welcome :D

  3. Hi, new user here.

    I've been studying the Hero System for a while, and played it a bit (I prefer it over d20 by a far shot), and I've decided to GM a game for my friends.

    Can you guys give me any tips on GMing a PA game, what I can do to streamline it, etc? I'm thinking of adapting the Fallout system, but I'm not sure if thats the best solution.

     

    tl;dr: What should I do to get straight to the action, and to avoid spending months just preparing the game? This will be my first time GMing a more serious campaign.

     

    Any ideas are appreciated, thanks.

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