Escape Vault 99: A Dungeonalia Inspired Fallout Adventure
Designer's Note #1
One of my open but ‘back burner’ projects is planning a solo campaign for Fallout Wasteland Warfare (slow burn project here). I want to create a tabletop experience similar to playing the Fallout video games using the Fallout Wasteland Warfare system and rules. There has been some prep, but the campaign has yet to begin.
All good Fallout games (ok, except perhaps the BEST game…lol) start with you as a Vault Dweller, emerging from the vault which has kept you safe from the nuclear fallout following the Great War. Not safe from the nefarious citizens of your own state mind you, but you don’t know anything about that at the start of the game!
So to get my campaign started, I needed to come up with a ‘vault exit’ scenario. The OnTableTop Dungeonalia challenge inspired me to make this part of the story into a proper narrative campaign. Rather than start the campaign with the first foot into the wasteland, instead I will start it with a full on dungeon delve (undelve?!).
Fallout Wasteland Warfare has an “Into the Vault” expansion which can handle all of the procedural generation of the vault (dungeon) itself, but it is designed for seasoned crews to discover, enter and explore a vault, rather than brand new ‘level 1’ campaigners to find their way out. This project will aim to create just that. I will need to figure out the scenario rules for the game, and also the story. My learnings from games like Five Parsecs From Home is that the two can go hand in hand. I love using game mechanics to create an emergent story, so my view is that I can part write, part play, and in the process create a campaign that others could play too.
Back to the story. All is not at it seems for our adventurers. They will need to work out what is going on. Everything they thought they knew is completely and utterly false!
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