{"id":2335,"date":"2015-11-11T08:06:07","date_gmt":"2015-11-10T22:06:07","guid":{"rendered":"http:\/\/blog.olympusrpg.org\/?p=2335"},"modified":"2015-11-11T08:06:07","modified_gmt":"2015-11-10T22:06:07","slug":"gurps-fallout-vault-13-chronicles-run-2-notes","status":"publish","type":"post","link":"https:\/\/blog.olympusrpg.org\/?p=2335","title":{"rendered":"GURPS Fallout: Vault 13 Chronicles, Run 2, Notes"},"content":{"rendered":"<p>Due to writer\u2019s burnout on my part, I didn\u2019t get around to doing the write-ups for this campaign run until a couple of months after the fact. As such, my OOC recollection isn\u2019t as clear. I decided to assemble a general list of notes for the whole thing here instead of trying to remember little behind-the-scenes details for the individual sessions of the campaign. And so, here it is:<\/p>\n<ul>\n<li>This second run marks the transition from being based on <em>Fallout<\/em> to <em>Fallout 3.<\/em> There are some obvious differences in the details from the original\u2014the GM intended this to be the case. One such issue we kept encountering was having to stretch out the actual distances between locations on the map\u2014the computer game has a visible range much lower than real-life\u2014most of the locations we went to during this Run were within a five-mile radius on the game map (especially bad considering the blast radius of a typical nuclear weapon). The population of Tenpenny Tower was increased to around 150 or so, to make more real-world sense. Also, the Tenpenny\/Dashwood backstory was tweaked<\/li>\n<li>This campaign run features some of the longest periods of in-game downtime, a necessity due to the nature of the latter half; this was before the <em>Casus Belli<\/em> campaign<\/li>\n<li>Oddly enough, a lot of the characters got to shine a little more in this Run, especially once the Tenpenny Tower operation got under way. Lance did a lot of inventing\/gadgeteering, and made more than a few messes. Bob (the serial-killer) got to do some murderizing (though he didn\u2019t get to use his dumbwaiter shaft\u2026yet). Sly did a lot of social manipulation; he was definitely in his element for this op. Colt finally got to do some snipering, though not at the super-long distances he\u2019s capable of\u2014it\u2019s a start (better than the first Run, where he never even <em>fired the rifle<\/em>)<\/li>\n<li>The GM was certainly <em>not<\/em> prepared for the approach we ended up taking for dealing with Tenpenny. We\u2019re actually not sure where to go from here now that it\u2019s done\u2014we had discussed just taking off and leaving someone we trust in charge, but it would be just as easy to re-base ourselves here<\/li>\n<li>Bob\u2019s response to Dashwood\u2019s declaration at the end was apparently a totally unplanned, spur-of-the-moment thing, but perfectly timed and executed\u2014even random-rolled the artery hit<\/li>\n<li>It was determined as we were wrapping things up that Turk had examined the throats that were slashed and determined them to have been caused by the same blade, and likely the same killer, which in Dashwood\u2019s case, he knew to have been Bob; Turk kept this info to himself, for now<\/li>\n<li>For Run 3, we\u2019re expecting to pick up around nine months after the end of Run 2. It will also occur post the release of <em>Fallout 4<\/em> which could mean more changes to the lore<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Due to writer\u2019s burnout on my part, I didn\u2019t get around to doing the write-ups for this campaign run until a couple of months after the fact. As such, my OOC recollection isn\u2019t as clear. I decided to assemble a general list of notes for the whole thing here instead of trying to remember little [&hellip;]<\/p>\n","protected":false},"author":14,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[27,25],"tags":[],"class_list":["post-2335","post","type-post","status-publish","format-standard","hentry","category-f_logs","category-fallout"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/blog.olympusrpg.org\/index.php?rest_route=\/wp\/v2\/posts\/2335","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blog.olympusrpg.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.olympusrpg.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.olympusrpg.org\/index.php?rest_route=\/wp\/v2\/users\/14"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.olympusrpg.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2335"}],"version-history":[{"count":1,"href":"https:\/\/blog.olympusrpg.org\/index.php?rest_route=\/wp\/v2\/posts\/2335\/revisions"}],"predecessor-version":[{"id":2336,"href":"https:\/\/blog.olympusrpg.org\/index.php?rest_route=\/wp\/v2\/posts\/2335\/revisions\/2336"}],"wp:attachment":[{"href":"https:\/\/blog.olympusrpg.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2335"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.olympusrpg.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2335"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.olympusrpg.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2335"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}