I am trying to start my own Fallout RPG campaign and am new at this and at GMing in general. I can't figure out what starting gear and stuff the PCs should get. I've looked around for a GM guide or an equipment book that might tell me, but I can't find anything like that. How are starting items determined in Fallout RPG?
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I can see why you're confused! Having gone over the PDF, it completely lacks any discussion of how character get equipment at the beginning of a campaign. So, this answer comes from my experience with the Fallout video games the Fallout PnP rules are emulating, reading between the lines of the rules, and from other post-apocalyptic RPGs. There are three ways to handle starting character equipment:
The game rules are very open-ended, and are designed to make a wide variety of characters and starting situations. To that end, you have lots of latitude as the GM to set up your PCs with the gear they need or to keep it from them so that they have to go get it. That's the adventure, that's the game. |
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SevenSidedDie has the gist of it. I started a Fallout campaign a while back, and I pretty much told them that they could pick 1 ranged weapon (with 2 full clips or equivalent), 1 melee weapon, 1 armor, and whatever odds and ends seemed appropriate. Plus 1d20 caps. Since I wanted to play with weapon condition, all weapons had also taken 1d6 boxes of damage. Since I told them to pick, I didn't actually have to bother putting together a list or anything. I just vetted their gear after they had picked. Of course, any gear that wouldn't fit with their concepts would have been overruled. And concepts with expensive gear would have been overruled. |
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I gave my characters the weakest weapon I could find, but in their most powerful fighting category. For example, a player who had a high Small Guns skill got a bow and 5 arrows, a player who specialized in throwing got a sharp stick. |
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