Picked up the Fallout RPG starter set, and I’m curious to hear people’s opinions on it.

From what I gather, it released in 2021, but the first time I saw it was in the store a few days ago - on display no doubt due to the success of the TV show.

I’ve always been a fan of the Fallout setting, and from what (very) little I’ve read while flipping through the rulebook, it seems to be almost a mixture of d20 and Fate? The rules seem to have some crunch, while also allowing room for roleplay - again, from what I can tell at a glance.

I’m curious if anyone here has run this game, and what you thought. Do the rules make sense in practice? Did you have fun with it? And if you played through the example module, how was it?

      • Wugmeister@lemmy.dbzer0.com
        link
        fedilink
        English
        arrow-up
        7
        ·
        8 months ago

        IMHO, GURPS’s reputation as being inscrutible is surprisingly unearned. Imagine if the next version of Dnd launched with a rebalanced version of every subclass released over 5e’s history, every spell from 5e, every feat (even the useless ones), every magic item and the guides to create new ones, the entire Dungeon Master’s Guide, and at least one chaper summarizing the history of the forgotten realms. Imagine if all of that was in the core book, which is so large it comes in volumes like an encyclopedia. That’s what the GURPS 4e core book is. In reality its more of a reference document. All the rules you need to play are either on your character sheet or were used to make your character.

        Personally I think it’s reputation comes from it’s biggest supporters. Rules lawyers and pendants, the lot of them.

      • Afelia@lemmy.blahaj.zone
        link
        fedilink
        arrow-up
        5
        ·
        8 months ago

        GIRPS is nowhere near as bad as people make it out to be. Most rolls just boil down rolling 3 dice, adding the totals, and comparing them to your skill level.