5E Product Walkthrough Playlist
  1. #1

    Fallout: Pen & Paper


    I spent a good year and a half playing this with friends, I printed up a PDF, modified it with a streamlined secondary stats system, added some difficulty here, lightened it up there, removed, added, and changed existing perks. Even made my own double sided character sheet using the 2.0 sheet as a template.

    Bought an ultimate license for this expecting just a little bit of hardship learning the ropes and smooth sailing from there on. Then I was confronted by XML and Lua. Lua I'm kind of familiar with, I've dabbled in it, I tried getting an old gamemode in Garry's Mod, warmelons, up and running again, had quite a bit of success up until I started dealing with the melons that shot projectiles instead of lasers, but XML is by in large foreign to me.

    To put it simply, I don't know where to start, there's so much to be done, and something tells me there's more to making a ruleset than simply tweaking variables.

    I was hoping to get a couple others hooked on this, or the idea of it, I have a zip full of content, pdfs, faction guidebooks, and campaigns by players from everywhere I could find on the net. What I lack in coding skill, I can make up for with art assets and other resources. I can create 2D as well as 3D(For 2D renders) materials to employ in creation of this.

    When I get home, I'll post a link to the zip, I'll include both the 2.0 and what I dub the 3.0 character sheets.

    Oh, I also have enough experience and general scripting knowledge to be able to do any tedious template work, like if there's any automation going into equipment items.
    Last edited by Jeffman12; June 23rd, 2013 at 22:32.

  2. #2
    Trenloe's Avatar
    Join Date
    May 2011
    Newcastle, UK (for a bit)
    XML is basically a free-form structure that stores data/information using eXtensible tags (XML stands for eXtensible Markup Language). It is similar to HTML, but whereas HTML has a firm definition of what tags can be used, XML does not (hence the eXtensible bit). This makes it great for storing free-from data, or information/definitions that are specific to a certain use.

    Fantasy Grounds primarily uses XML in 2 ways:
    1. To store all of its data - basically as a database. This can store PC, NPC, encounter, item, story, notes, etc. information to do with a campaign or library reference modules. Information about the campaign database here: http://www.fantasygrounds.com/modguide/database.xcp
    2. Definitions of the windows and controls that make up Fantasy Grounds - essentially the GUI structure, what size controls are and what properties they have. Information about some of there here: http://www.fantasygrounds.com/modguide/windowing.xcp

    3 very good reference areas are the Ruleset Modification Guide (2 sections referenced above): http://www.fantasygrounds.com/modguide/ the ruleset reference: http://www.fantasygrounds.com/refdoc/ and the Anatomy of a ruleset guide: http://www.fantasygrounds.com/fileli..._a_Ruleset.pdf

    The first step you need to do is decide which ruleset you will be taking as your basis for your new ruleset - you really don't want to try to start from scratch! There are 2 options: take one of the full-featured rulesets and modify this for your needs, or take one of the foundation/core ruleset frameworks and build on top of these.

    Your decision will be based on whether Fallout is a close match to one of the existing rulesets (I have no idea about Fallout, so I don't know) and how much automation you want in your ruleset.

    You can play good RPG sessions using very little of Fantasy Grounds - using the base story, map/image functionality; using the dice rolling and chat window; etc., etc. - using FG to facilitate your online gaming, but leaving most of the game mechanics up to the individual players and GMs. If you're fine with starting this way, then one of the base/foundation rulesets may be the way to go - info on the Foundation Core ruleset here: http://www.fantasygrounds.com/forums...ad.php?t=15391

    Then you could modify (write an extension) for this ruleset and slowly add in features you want that are specific to Fallout - character sheets are usually the first that get added.

    If Fallout is a close match to an existing ruleset, then you may be better starting with that and modifying (again, usually via an extension) that ruleset to give you what you need for Fallout.
    FG Con 16 Fantasy Grounds Online RPG Convention - Postponed New date To Be Confirmed.
    Register at www.fg-con.com for all the latest info.

    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  3. #3
    I would like to use enough automation to minimize mathematical calculations and GM intervention.

    My dream for a fallout tabletop would be for players to right click an object to select an action, and when the action is selected, have it automatically, or through a GM, determine what skill should be rolled and how much AP it should take.

    However, I'd settle for a working hex grid, standard ui, some simple damage calculator, and option to roll specific stats.

  4. #4
    Have you though of using the Fallout to GURPS conversion. I am starting a fallout game with the group i am in and have found tons of use with this link: http://gurps.fallout.free.fr/data/GU...ompilation.pdf

    I would love to see what you have as far as maps. Having trouble finding some. I am running an off shoot of Fallout 1, starting everyone in Vault 13 being sent out for the water chip.
    Last edited by Winston; November 16th, 2013 at 03:07.

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