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Post by Lighty on Sept 28, 2017 11:29:43 GMT
Current lore is in Baja, south NCR 'territory'. Between 1st and 2nd battles of Hoover Dam.
Open for suggestions, with any time/place for Fallout.
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Post by Grogrock on Sept 28, 2017 14:01:39 GMT
So one of the RP things that I've been writing up was more a "what happens after" for the 2nd Battle of Hoover Dam with NCR's slow eastward and northern expansion in an attempt to finish off the Legion.
But, in doing this I figured out a few things about the region that might make for good plot points.
The cannon that the Legion have at the Fort in Fallout New Vegas is actually sourced from the Yuma Proving Grounds in Yuma, Arizona. This implies that the Legion was able to take over an entire military base / armory intact with functioning equipment within. If you look at a map of Baja California, you'll notice that Yuma is directly on the border with California, but also protrudes into the Baja territory.
So, seeing as how NCR and Legion have reached a tense stalemate in New Vegas, the plot could be that the NCR's push and settlement of Baja is two fold: NCR gets to expand their territory, levy more taxes, and gather more resources but they can also slowly create an "arm" of territory to encircle Yuma. As it stands, it's probable that there is a similar stalemate on the California-Arizona border by Yuma as there is at Vegas (defend the border and NCR defends Dayglow, while Legion defends a critical miltary facility).
Of course, the politics and strategic characteristics of this situation would be largely unknown to any of the settlers and the vast majority of the soldiers entering Baja. They would have a rough idea of where the Legion is, but they wouldn't see this 'frontier' expansion as anything unusual for NCR; a similar northward expansion into Oregon or an eastward expansion towards the now ruined city of New Canaan could also be taking place, as it's in the character of the NCR to overextend themselves.
This also gives us an excuse to involve the Legion later down the line in the lore. I say later because I think that it's important that we establish our own 'antagonists' / 'villains' early on without having to rely on notions of the "big bad Legion" to do it for us. It'd also be interesting to see what kinds of Mexican Mad Max desert raider gangs we can conjure up to make it clear that Baja isn't the Mojave.
The other thing, albeit a pretty shaky and weird one that wouldn't make sense, is that there is evidence in the lore from the Grenade Machinegun "Mercy" that there was a substantial presence of Hei Gui Chinese Commandoes in the Baja region prior to the war. I'm not saying 'pre-war-Chinese-ghouls', but it would be interesting to confront a raider faction similar to the Shi.
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Post by jtod on Sept 29, 2017 1:07:07 GMT
It'd also be interesting to see what kinds of Mexican Mad Max desert raider gangs we can conjure up to make it clear that Baja isn't the Mojave. Is that a shout-out to me to do that again? I was going to do something different this time around, but I can do that again. As for suggestions, I too agree that we should have our own antagonists. I don't believe the major factions should be forgotten, though. A couple of ideas for antagonists, though: Original Ideas: The New World Order. Unless you consider the Enclave that. Rogue NCR platoon. The Ku Klux Klan. Not exactly fitting for Baja, though. Group of tribals that haven't taken kindly to the settlers invading their land. Not-Original Ideas: After the destruction of the oil rig and Navarro, a single squad of the Enclave Secret Service that has taken over a town Lord Ashur style and is attempting to raise an army. Sierra Madre / Far Harbor-esque fog shit that creates abominations. Generic raider group that shoots people for lolz and ez dosh. Some sort of cult. Glory to Atom. Mafia group similar to the Salvatores, Mordinos, Wrights, etc that are doing bad shit. I dunno. Just spitballing here. I'll come back with a more intelligent post later.
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Post by Merpkiller on Sept 29, 2017 1:33:41 GMT
Well personally I've came up with a few ideas over time, wondering about what could have happened to that town we ended in. As well as what could have happened with any of the ideas we started in the begining. I have a few, some for enemy factions, just somethings to toss up here and there. {(Spoiler)Fate of the town.(Spoiler)}When the group initally settled, everything seemed to work out alright, Ryan Danes trying to sort everything out in a position of "technical mayor," considering he had scoped the area out prior to everyone coming. Over time, the town started to grow as more refugees from greystone came back and gathered. Eventually, the town was filled, too much actually, with the small size of the suburb and the mass of people who decided to try and settle there. The multiple factions around, slavers, wildlife, and the mysterious group in that military base nobody ever got into, didn't prove too good for the town, having gone further from properly organized NCR territory, the group never got backup as they had been promised for so long. People getting killed, stealing, arguments, all sorts of things started to plague the group as time went on, the area was not good for this many people, considering it had been chosen by a scavenger, someone who is only used to small groups. Eventually the mayor disappeared, overwhelmed by everything the position came with, leaving the town to its own devices. Over time, little by little, people left, spreading out across the Baja untill the town was nearly empty, allowing raiders to easily take the place and take advantage of whatever they had lying around. As for enemies, I have a few, one which can easily be a minor enemy group. (I'll avoid repeating anything from jtod.) The slaver group that never got fully realized, APACHE. The lotus eaters: a group of junkies who sit around doing nothing but making chems and snorting lotus, a mind altering drug which removes all focus from the user, making them want to do nothing but get more lotus and relax. The Gear Heads: A cult which worships technology and anything related to it. They are masters at repairing things, but they refuse to let anyone but them have it once they know where it is. (like BoS but a bunch of religious crazies.) On the topic of neutral factions, or allies. A FUCKING VAULT (Eh, it'd be nice) And also, a big idea, getting all the factions we had planned out actually running, followers never had any more than one person last time we went around.
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Post by Lighty on Sept 29, 2017 13:48:47 GMT
One thing I'd like to push for this time around is for people to be able to have their own "story line" that they're in charge of. I think that would be a good way to keep a steady flow of events, several people would have their own line of events to do, as opposed to just one main 'quest' of sorts. They wouldn't have to be giant in scale or importance, but could be well above a simple 'go kill some molerats' type event.
A foreseeable problem with factions is the fact that in reality there will never be more than 10-20 involved players. That's enough for 2 or 3 factions, but not for 5+.
I'm a fan of having whatever conflicts that are in the lore to end up being a 'PVE' situation, instead of PVP. Players trying to RP against each other usually ends up in drama of sorts. If there was some type of faction that most players would be against, boosting it's numbers with "NPCs" to make it more of an actual threat, is fine by me.
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Post by Grogrock on Sept 29, 2017 14:25:59 GMT
Not-Original Ideas: Sierra Madre / Far Harbor-esque fog shit that creates abominations. We Respite now boys I actually have on the writeup I have somewhere (it's on an external hard drive because I had to get a new one this year for no fucking reason) a whole thing where the Hei Gui commandos who were in Baja prior to the Great War would have largely been unaffected by the bombs, largely because there would be little point to nuking Baja. This would have led to the establishment of some small bases of Chinese soldiers, similar to the Shi, who were a mix of ghouls and new generations of humans. Their presence was largely unknown, but the Enclave at Navarro did have a rough idea that some activity was going on down there based on scouts and patrols either going missing or being ambushed, with most evidence indicating that they weren't being shot up by a normal raider gang. What basically happened after Navarro was that the Enclave survivors dispersed and attempted to establish themselves in the Washington and Vancouver areas, but also in the Baja area. Those who went North did so to try and find out what happened to US personnel in Canada, and those who went south wanted to figure out what happened to their patrols and establish themselves down there. Of course, some also went east, but some of the Enclave reckoned that wouldn't be too bright to send everybody out together in one basket, especially with the Midwest BOS around and an ever-expanding NCR hunting them. My original idea had the initial "batch" of players being in a Vault that was a combination of Vaults 111 and 112. The occupants would be put into a 'staggered' cryosleep unbeknownst to them, where what they perceived as a single night's sleep would actually be several months or even years at a time. During this time the residents in their pods would also be subject to different simulations designed to 'train' them, but in ways that they wouldn't think these simulations were anything but a normal dream. The overseer of the Vault would also participate, although his 'schedule' would have been staggered more so that he was always waking up with the residents, but he would wake up in between to ensure that there were no failures in the Vault that the robotic assistants couldn't fix. The Vault would eventually open when the Overseer decided to leave the vault and set an early release for the occupants. This is where two things would happen based on what lore I was writing. I actually had a larger NCR expedition going to Baja in it to try and do a "Schlieffen Plan" for the Legion who actually ran into the Hei Gui descendants. These descendants would have gotten into skirmishes with the Enclave that had fled to the region, but had emerged victorious and had discovered a nearby vault. But, to their dismay, they couldn't figure out a way to open it and had been monitoring it. When the Overseer left and closed the door behind him, they realized that there were still some people inside, and relocated their camp, now with a small group of rangers and a Shi mercenary for a translator (most Hei Gui would now speak English but it helps) in tow, to within the cave concealing the Vault. When the players awake and decide to leave the vault after seeing the note the overseer left, they are immediately met by a small group of people who had been waiting for them. The other way this could go would be that instead of having the NCR and Hei Gui already there, the Enclave could still be kicking and monitoring the Vault themselves, with NCR and Hei Gui in the area but not aware of the location of the Enclave and the vault. The small band of Enclave would want to try and get into the Vault and take it over, since it would be a perfectly defensible position, especially because it appears to still be intact. The fact that we're dealing with Baja California also means we're near Mexico now. Perhaps we could introduce our own, larger faction that exists within Mexico and has also been expanding westward over the Gulf and North into Texas and Legion territory. This could give us the fuel needed for a raider faction that could actually be pretty damn Mad Max-esque, given the fact that Mexico does have some refineries for pumping oil and would have been one of the last places to have petroleum after the Resource Wars. With what Merp said we could combine his Follower's idea with JTod's Lord Ashur style of Enclave. The Followers could have attempted to send missionaries into Baja, but said Missionaries pulled what the Spanish did in South America and instead of actually being good Christians and preaching their values they just decided to take over as warlords. With what Lighty said about storylines I also agree with that. One of the things I think we fucked up with last time is that once Lighty and pals left for HRN (or just to take a break), I wasn't sure what to do about the GECK storyline that we had been working towards, and kind of just figured it would be addressed if and when you guys came back. Therefore I assumed that we shouldn't try to develop that, but that meant that in my case I really had nothing to work on. Running this with a "main overarching story" is still a good idea, but it's also a good idea to have smaller "side quests" to spice things up and keep them interesting. One of the things the server I currently work with is struggling with now is that we really don't have a "main story" or any real lore / story development going on and instead have to rely on side quests to keep things interesting, and that isn't working.
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Post by jtod on Sept 29, 2017 16:42:02 GMT
One thing I'd like to push for this time around is for people to be able to have their own "story line" that they're in charge of. I think that would be a good way to keep a steady flow of events, several people would have their own line of events to do, as opposed to just one main 'quest' of sorts. They wouldn't have to be giant in scale or importance, but could be well above a simple 'go kill some molerats' type event. Of course. This is true. I am fully against having 5+ factions. I was merely stating ideas for an antagonist or group. It's a nice change from BoS/Enclave/NCR/Legion factions. Sounds like what I did last time. Except I used NPCs less for antagonizing people, and more for keeping people from lolshooting me in the face and running off with 10+ guns when I was trying to sell guns. I believe cars run on microfusion cells. Atleast, that's how Fallout 2 did it. As stated previously, yeah, I did that last time. Only used vehicles for events though.
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Post by Grogrock on Sept 29, 2017 18:26:11 GMT
Yeah I wouldn't use vehicles for passive. And most of the US models of car, like the Chryslus Corvega, ran with a nuclear engine in the rear that put out about 800 HP (according to the Wiki). It's kind of tough because in 3 and NV we see the Coupe but F4 uses a 4 door sedan model that would warrant different specs).
The reason I suggested sand rails and buggies though would be because it makes more sense for some scrappy scavvers and grease monkeys to figure out how to work with combustion engines than it would for them to figure out how to operate a nuclear engine. I don't know if this is actually a thing in the lore, but the generators that you use to power your settlements in Fallout 4 seem to be gas-powered, so clearly the knowledge of the creation and operation of that tech isn't lost.
Another idea I had for motivation would be T R E A S U R E.
There's something that doesn't really pan out that much in New Vegas, and doesn't get explained well at all in Fallout 4 with Nuka World, where you have Nuka Cola bottling plants capable of printing caps. The Crimson Caravan contracts you to destroy one of the presses for caps to prevent the production of counterfeits, whereas I think in Fallout 4 there's nothing really said about the ability for the raiders to potentially use the World of Refreshment to produce bottle caps en masse.
But that doesn't mean that before the war there couldn't have been some unfinished bottling plant south of Dayglow in Baja intended to ship Nuka Cola to Mexico faster due to the fact that, as some of you may know, water quality in Mexico today (let alone in 2077 in the alternate timeline) is less than desirable. Since clean water in Mexico wouldn't have been very plentiful prior to the war, expanding the Nuka Cola market into Mexico would have been a solid idea. OF COURSE, the alternative is that we could actually have Sunset Sarsaparilla do it since it's more likely that they would have yet to expand into Mexico than the country's largest beverage corporation. Dangling this idea that somewhere hidden in the desert is an untouched, nearly operational Nuka Cola or Sunset Sarsaparilla plant that perhaps has the potential to mint caps would be a good draw for prospectors and settlers to the region.
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Post by Lighty on Oct 3, 2017 17:52:33 GMT
I'm interested in pursuing the soda bottling plant idea as a main story arc. A less than friendly group having control of it, their ownership of it making them highly influential and powerful in the region. Some of the pre-existing factions would obviously have interests in the factory.
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Post by jtod on Oct 3, 2017 21:16:04 GMT
I'm interested in pursuing the soda bottling plant idea as a main story arc. A less than friendly group having control of it, their ownership of it making them highly influential and powerful in the region. Some of the pre-existing factions would obviously have interests in the factory. We could use nigh anything for this scenario; a dam, a nuclear missile facility, a vault with a mystery inside it. I feel as though a weapons factory would be more suitable, or even an abandoned military base / bunker. You could inflate the economy of the wasteland with excess caps, sure, but honestly, how bad could it be? Bartering is pretty valid, still. If anything, it'd make the NCR more powerful by making the NCR dollar more valuable than caps. Both factions *need* weapons more than anything. The Legion tried to purchase energy weapons from the Van Graffs in NV, which could have made a pretty hefty impact at the dam if they weren't betrayed. The NCR has the Gunrunners supporting them, but still, more weapons are always needed. Anything would work though, including a bottling plant.
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Post by Merpkiller on Oct 3, 2017 23:10:42 GMT
Actually, I have a question, this new era of OSRP, will it be a continuation of where we left off earlier? Or will we be going the route of doing a "clean slate" because, people are going to be wondering if they can bring their pk'd characters back to life, as well as if any events have happened or not still.
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Post by Lighty on Oct 4, 2017 0:08:52 GMT
In terms of events, prior ones can be referenced to, but for the most part it won't have that much importance with what is happening now. If your character knows someone from before, then by all means, continue with that.
Characters that were used prior are more than welcomed to return, any bios are still there, in the archives.
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Post by Merpkiller on Oct 4, 2017 2:28:40 GMT
Sooooooo, does that mean that people who died in the past get to come back to life? Or do they need to stay dead because it would break the storyline where they've died in the past?
or is that just a grey zone that doesn't really have an answer?
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