Fallout: A post nuclear political role playing game
264 replies, posted
[QUOTE=Sobotnik;48056555]I've got every turn in apart from Zillas and Newbs. 6 out of the 8 turns I have in atm are done.[/QUOTE]
Well yer gonna have to skip Zilla so it's just Newb
Shit, I don't wanna hold up everybody. It's 1am and I got to go to sleep.
Other than me buying the GECK, and making pedal bus, you can skip me.
[img_thumb]http://i.imgur.com/sMmeeS7.png[/img_thumb]
[media]http://www.youtube.com/watch?v=GAMuwigF4oE[/media]
[quote]In war, events of importance are the result of trivial causes - Julius Caesar[/quote]
[b]North American Population: 10,140,000[/b]
[b]Events of the years 2265 – 2270:[/b]
-Robert House, upon becoming aware of the existence of the NCR decides to quickly act to take advantage. He reawakens his securitrons, clears out the shitters from Vegas, and puts three big tribes in charge of the casinos there. House, with the tribes, then quickly work towards rebuilding the city and restoring it and opening up the city for business.
[img]http://i.imgur.com/dEBYebO.png[/img][img]http://facepunch.com/image.php?u=270470&dateline=1428951727[/img]
[b]The Red State – Deathgrunt
Capital: Beren’s Star
Economy: Least developed Agrarian
Population: 155,300[/b]
-Although the conditions of Florida are hellish to say the least, the efforts of many thousands of people have made it a much more liveable place over the past century, most especially so in the past twenty years. Caravans and commissars have roamed the Florida wasteland, spreading ideas and the occasional piece of farming equipment to the point that now some people are starting to notice the gradual accumulation of subtle changes. Many villages continued to work together to help clear the land of vegetation, drive out mutant creatures, drain the wetlands, and plant fields. But as the population expanded, new farmers must travel out into the uninhabited areas to continue that work or find their own land, leading to either new villages forming or old ones growing. Markets frequently appear and vanish depending upon who is selling what and where, but a regular pattern has begun to emerge along the major caravan routes and the northern wall. As trade grows, so too do the number of inns, brothels, and trading outposts.
-The beginning of the end is in sight for the great diseases of Florida as the Prime Council now mandates the construction of a medical centre in every village. The few doctors and medical staff available in the world have managed to put up nets to prevent mosquitoes, isolate patients, and will complain to the town if any standing water is found. Tires filled with water, old pots and barrels, puddles, gutters, and drains are attacked in order to wipe out breeding spots. Slowly but surely, malaria begins to retreat in some areas, but it takes a lot more work to see that the devilish little mosquito is driven out for good. As these ad-hoc campaigns and projects go hand in hand with water purification, many travelling commissars organise the digging of even more filtering pits and the construction of water pumps and piping. Despite the fact that the water still contains some pathogens and residual radiation, it is seen as good enough for farming. To help encourage people to work on the projects set out by the Red State, the Prime Council hands out medical supplies and food to people for hard work. Of course, only relatively few take up the offer as the Red State often doesn’t have many supplies to give out.
-In marked contrast to the middle part of the century when the Red State was on high alert and engaging in frequent military campaigns, the country has somewhat more relaxed in the past decade. Conscription becomes less burdensome as now only one man per family is required, and now these men may now retire from service after two years (on the assumption that they will help the states building projects). Unfortunately for the Red State, most of these soldiers return to the land and often don’t want to work in projects (unless it directly benefits their community). This has become a problem on The Wall to the north, where more soldiers have been sent to after hearing news about the return of “The Fuhrer”. KGB agents are sent into the field up north to spread propaganda denouncing this man and his “Reich”. Many people are confused about this man and what unspeakable evils he is responsible for, other than some small war from before the Great War.
[img]http://i.imgur.com/WhZXybJ.png[/img][img]http://facepunch.com/image.php?u=306346&dateline=1434330582[/img]
[b]Alasijia Banglian – Zillamaster55
Capital: New Shanghai
Economy: Least developed Agrarian
Population: 3,376[/b]
-For the rest of the 2260s, very little happens among the people of Alasijia Banglian. They continue to fish, rear brahmin, and farm like they have for many years already. Their numbers grow slowly, and some move to the mainland to find new places to live, hunt, and work. There are rumours of vaults and great towns hidden to the south and in the mountains, but they seem to be just that. Rumours. Life continues much in the same way as it did a decade ago.
[img]http://i.imgur.com/Roi5XOf.png[/img][img]http://facepunch.com/image.php?u=440820&dateline=1434667789[/img]
[b]The Deepwood Confederacy – Native Hunter
Capital: Preacher’s Promise
Economy: Least developed agrarian
Population: 33,830[/b]
-The 2260s was a time when the Confederacy degenerated into increasingly violent militarism. The tribune system has led to the militias often viewing organised conflict as an easy way to make get rich, through plundering weaker peoples. Theodore Mallister lost the election to the militia leader Samuel Wollingsworth (also known as Col), and Col is a guy who is interested in shooting a lot. The workshops no longer churn out stills, but spears, guns, and armour (many of these workshops also have adjacent forges now). This arsenal is also now heavily supplemented by Enclave soldiers, who smuggle laser guns into the country. As expansion accelerates, the tribunes have become more organised (thanks to Enclave assistance) and are hitting stronger towns. Many of their attacks are brutal and hard hitting, with mass enslavement being a common punishment for resistance. By 2270, they have effectively brought much of the Maine wasteland under their control and now march south for Massachusetts, where people are in a state of panic and are rallying behind the brotherhood.
-The tribunals also continue efforts to capture a live Yao Guai, and they finally succeed in 2269, when to prevent it escaping, they put it in a hole in the ground with a heavy iron grate over the top. As for how they plan on taming it is another matter, as the beast is both fearsome and hostile to anyone coming near it. People have had better luck taming and breeding vicious dogs, deranged and mistreated creatures that (once set loose) will tear a man limb from limb. Another major achievement in redneck biotechnology is in brahmin breeding, as separate breeds have slowly started to emerge (although their traits are quite subtle). Cats have also been brought from down south (after a caravan was persuaded to bring a litter of kittens), and have begun multiplying.
-Some slaves in the confederacy are granted their freedom once more, as one of the old provisions that Mallister left in place was a law which gave freedom to slaves after waiting ten years and joining a tribune and fighting for the confederacy or becoming baptized and working for a family. Many of these slaves have only recently lost their freedoms however, and with the lack of law enforcement many take the opportunity to escape when the chance presents itself. Those who are unable to escape are usually put to work in the fields or are made to trek out into the wilderness to cut timber and coal. Others are forced to repair harbour facilities, build fishing boats, and build schools for the rednecks children (not to mention finding books and holodisks). The slaves are also usually the ones who have to unload boats, fish, and teach the children too. For those with an education or skills, life isn’t too bad.
[img]http://i.imgur.com/5NsYyE3.png[/img][img]http://facepunch.com/image.php?u=292290&dateline=1391289736[/img]
[b]New California Republic – Malos
Capital: Shady Sands
Economy: Developing agrarian
Population: 967,300[/b]
-The NCR has sometimes seen the scavenger world as a small source of embarrassment for some years, especially as many places look pretty run-down and shit. Starting in 2267, the NCR began a program to bring mines and quarries into regular working order. A portion of the growing budget is now being spent on the repair of mining machinery and other equipment, although it seems as though nobody is too terribly interested in actually working in the mines. Salvaging (especially from the boneyard and necropolis) continues to grow. Huge chunks of metal are shorn off from skyscraper beams and are processed onsite before they are carted off to other towns and cities. The only real industries that need fresh materials are concrete plants scattered throughout the republic. Breaking up limestone and mixing it with old concrete, they produce a wondrous material that can be used to make buildings nearly as good as pre-war ones. Towns once made out of junk are starting to see new, well-designed buildings emerge from the wasteland.
-As the NCR continues to expand into the Mojave, the construction of railways and outposts has helped to solidify much of their hold on the land. Scouts have also travelled further and have reported on the existence of a gigantic dam with working machinery inside, that could be potentially restored to working order and solve the problem of widespread water and energy shortages. In addition, they have found that somebody has restored some order to the city and is busy rebuilding much of it. Groups of desert rangers are also willing to work together with the NCR to ensure that the peoples of the Mojave are protected from outside dangers, as now there are stories of a massive plundering horde to the east led by a man known as “Caesar”. Considering that the republic still struggles to hold onto the Mojave, and has had difficulties in trying to integrate Vault City, New Reno, and a host of other towns, this comes as a major concern to the administration.
-By 2270, military outposts in the Mojave have been established by Hoover Dam, Boulder city, Sloan, Primm, and Novac to name but a few. Most of the residents in these areas generally do not trust the NCR and for the ones not yet under military occupation they are unwilling to join. These villages are perfectly content however to sell alcohol and chems at extortionate prices to NCR soldiers and to take advantage of the trickle of scavengers and gamblers making their way to the Mojave. The NCR army has meanwhile struggled to put down hostile gangs and tribes that threaten their growing hold on the Mojave, and make the I15 safe for passage. But with the Khans long gone, their job is much easier than one would suspect, meaning they have penetrated more deeply into the Mojave. The NCR has another advantage, since the growing trade and cooperation with the Shi (in addition to a larger budget) has made fuel supplies for vertibirds more reliable and slightly cheaper. Although they still need skilled engineers to help repair the vertibirds, they can project more power in the Mojave than before.
[img]http://i.imgur.com/9yqcgR4.png[/img][img]http://facepunch.com/image.php?u=246712&dateline=1282690331[/img]
[b]Transatlantic Alliance – Jcorp
Capital: Raleigh
Economy: Least developed agrarian
Population: 180,700[/b]
-For the past few decades the alliance has existed as more of a loose association of towns with few real ties to one another more than anything else. In 2265 this changed when a roaming band of slavers attacked a village and enslaved nine of the citizens before they looted and burned what remained. The alliance was galvanized into action by this, assembling a team of several hundred soldiers and sending them after the slavers. After they spend several weeks organising and scouting out the route taken by the slavers, they discovered an abandoned factory that the slavers had taken refuge in. The soldiers surrounded the factory and took up positions. When the signal was given they stormed the factory and killed or captured most of the slavers in addition to freeing the captured slaves. As it turned out, the factory was once used to supply the abandoned Home Depot nearby and as a consequence the fertilizers inside had been used by the slavers to make chems. The gardening equipment was of greater interest, and many of them were taken and sold in many towns throughout the alliance.
-The alliance returned back to its ways, with most towns running themselves as usual, although they have started to organise better militias and coordinate with each other more than usual. Scouts travelling north and south continue to discover new caravans (directing them to their home towns) and refugees from the Reich. As the alliance is an incredibly informal entity, it is difficult to say when one place is part of it, as towns and villages usually sign individual treaties with one another. In one of these new villages, a ghoul (by the name of Bugsy) from old Vegas heard of the big towns alliance and travelled to the Raleigh railway line, where he set up a bar and casino. As he is right in the middle of where a caravan trail and the railway meet, he quickly becomes popular among the mine workers and caravan merchants who stop by to gamble or drink.
-The alliance has also drunkenly expanded eastwards to the sea in the same way, as many coastal villages become eager to develop trade relations with the interior and gain protection too. With trade slowly recovering, boats have begun plying the coasts more frequently. Many piers and old harbours have been reclaimed and fixed up, and caravans in addition to boats move all sorts of goods through the Carolina wasteland. As farming steadily improves, much more land has been brought under cultivation for tobacco now, and some towns are working on draining wetlands. The problem of poor fertility in the soil and the lack of ways to improve soil quality is still a big problem, especially for tobacco farmers. In addition, mosquitos still pose a major annoyance, although they aren’t as bad as in the Deep South where outbreaks of yellow fever can sometimes devastate whole communities.
[img]https://dl.dropboxusercontent.com/u/61561404/ava/GreatKhans.png[/img][img]http://facepunch.com/image.php?u=599411&dateline=1434105786[/img]
[b]Great Khans – EuSKalduna
Capital: Chihuahua
Economy: Least developed agrarian
Population: 12,300[/b]
-In the former Mexican state of Chihuahua, Papa Khan decides to finally settle down and declare it the new homeland of the Khans. Much of the central part of the country is steppe, with deserts to the east and highlands to the west. These highlands have rather cool winters and warm summers, making it tolerable for most people living here. Unfortunately while the Khans have seized control of the steppe, the hills are filled with tribes who detest the newcomers and their disruptions. The Khans know that they have to find a good spot for their new capital, and decide upon the ruins of Chihuahua. It survived the war relatively unscathed, and while there were already people living here, the Khans drove out most of them in a bloody attack and seized the city for themselves.
-From their new base, the Khans swarm out to seize control of the caravan trails and force the caravans to give them “taxes”, while others head east to force towns to submit to their rule. Supplies to repair robots are bought, stolen, or outright torn out of aged pieces of equipment to help fix turrets, eyebots, and other robots deemed necessary for the protection of the horde and for scouting purposes. Walls are quickly erected out of junk throughout their new city (or are used to bolster the existing walls that did little to keep out the Khans). The courier network is also reborn, although they only go as far as the former US-Mexican border. One of the reasons why is because the rapid expansion of Caesars legion has cut off many of the trails between Mexico and the NCR, making it harder to trade than before. Although a few caravans still stick it out, although they stay well clear of the legion. Even with some maps available (scavenged from holodisks and old travel agents), the caravans have yet to find or trust alternate routes north.
[img]http://i.imgur.com/Ve48h5v.png[/img][img]http://facepunch.com/image.php?u=204760&dateline=1236913184[/img]
[b]United States of America (Enclave) – testmen
Capital: Raven Rock
Economy: Developing industrial
Population: 4,743[/b]
-The Enclave, in wishing to continue cultivating ties with the outside world (and to hopefully build up a powerbase from which to retake the USA), has strengthened relations with the Deepwood Confederacy. Using some stealth equipment that they managed to manufacture or repair (much of it salvaged from old military bases or looted from nightkin), Enclave soldiers have been sneaking laser weaponry (amongst other things) to these rednecks up north, supporting their bloody wars to unify Maine on the condition that they assist the Enclave against the Brotherhood. The Enclave is also using the same strategy to rally up the wasteland tribes and mercenaries against the Brotherhood (usually by giving them standard rifles and armour). The Brotherhood became infuriated at this, and likewise began to rally support among people in the capital wasteland to fight against the Enclave.
-The Enclave itself has started to unwillingly copy what the Brotherhood does too. Unlike in the west, the Enclave and Brotherhood have seemingly abandoned many of their original tenets after so many years of isolation and migration. Puppitun is the most obvious example of this, as the shantytown around vault 77 is rapidly growing due to the clean water and food it provides in the area. Land is cleared to make way for a marketplace in the town, followed by a customs office to collect tolls on traders coming to do business. A proper wall (made from rocks and concrete) is built to separate Enclave soldiers and former vault dwellers from the wastelanders in the shantytown. Despite this clear separation, the Enclave is very strict about maintaining order and protecting the town, for they have spent a lot of time and resources on building (or moving) turrets and fences to protect the town. Scouting parties continued to search for anything useful in the wasteland discovering that a group of scientists at the Jefferson Memorial have been working on a project to purify the Potomac River, one that has come to a standstill due to a lack of a GECK. The scouts do not intervene.
-While Puppitun grows, the Enclave continues to struggle to find ways to increase industrial production to the point that they can manufacture everything they need. Scrapyards and caravans are still heavily relied upon, but occasionally the Enclave will hire wastelanders to go down a mine to collect copper ore or coal for them. Most of their production has shifted towards churning out cheap rifles to sell in Puppitun (or to send to loyal tribes), and to manufacture equipment desperately needed for agriculture. Although workshops have sprung up in Puppitun to supply the pseudo-factories of the Enclave, the amount that they can produce is heavily limited by both the lack of machinery, (not to mention fuel or electricity for them) and labour. Since the Enclave also has effectively no money, it must rely on selling weaponry, ammunition, and purified water to continue getting enough resources. This is a major problem for them as although the rifles are unable to penetrate power armour; their proliferation might lead to a different disaster down the road.
[img]http://i.imgur.com/i2o0wBR.png[/img][img]http://facepunch.com/image.php?u=578995&dateline=1434630455[/img]
[b]Fourth Reich – iAmaNewb
Capital: Charlotte
Economy: Least developed agrarian
Population: 171,400[/b]
-The expansionary vision of the Fuhrer has come to an end lately, due to his untimely death from liver failure. With his death, many of the tribes and villages within the Reich tried to rebel, bringing an end to current wars and requiring the unruly leaders to be crushed or brought in line with the government in Charlotte. During the four years it took to restore order, a number of bicycle stores and warehouses were plundered after somebody came up with the bright idea of attaching a small cart to the side of one and adding a wheel. Although it costs a lot to maintain a bicycle, most towns and villages usually have the facilities capable of repairing them. Teams of cyclists begin to pedal throughout post-war Carolina, moving everything from food to moonshine and passengers. Although faster than brahmin, the lack of good roads means that it’s more difficult in most areas to use them. To get around this, many old trails and pathways that are overgrown, but undamaged (or without debris on them) are revived for the cyclists.
-These cyclists crisscross the Carolinas, although they still need protection from raiding gangs and have to stop frequently. Teams of soldiers on bicycles have to patrol the routes as well, and inevitably when they find wrecked cars or fallen trees they get annoyed (since they have to remove them). The interim council running the Reich for now (at least until a new Fuhrer can be picked) has ordered towns and villages to keep routes clear for traffic (a measure that is usually followed, except in the frontiers). The councils other main pressing concern was obtaining a GECK from the vault up north, which offered to sell it in return for 10,000 caps. A hard bargain indeed, but the Reich accepted. Now that they have one, the question remains “What to do with it?”
[img]http://i.cubeupload.com/LAAoXN.png[/img][img]http://facepunch.com/image.php?u=393181&dateline=1389053714[/img]
[b]The Nu Texan Confederacy – Ruski v2.0
Capital: Fort Worth
Economy: Least developed agrarian
Population: 15,800[/b]
-The vault dwellers of the Citadel in Fort Worth are very interested in acquiring whatever pre-war technology they can find (although they are much too soft to go out trekking in the wasteland). Eyebots and traders are sent to the four universities in the city to look for anything that can be salvaged, such as old computers and manuals on engineering and agriculture. Quite a couple of these things are found, in addition to textbooks about cybernetics. These textbooks hold a vast store of information on game theory, mathematics, and robotics. For what purpose the vault dwellers intend this information is unknown, but merchants are happy to sell them sacks full of this seemingly worthless paper and electronics that ceased to work long ago.
-When people do travel out, it is for the rather aggressive purpose of clearing out all ghouls and mutants they come across. But as their numbers are small, they have begun training the nearby tribes to use these weapons and to use them properly, on the condition that they eradicate every ghoul and mutant they come across. Some “sane” ghouls manage to convince some of the more sympathetic vault dwellers to spare them in return for assisting them in hunting down feral ghouls. The vault dwellers reluctantly agree, and organise the “dead men walking” battalion. The battalion’s most famous exploit at this time was to chase down a group of raiders who attacked a trader by the Pioneeer tower. After a brutal assault, the remaining raiders were captured and brought to the citadel and were burned alive for their crimes, a punishment that managed to shock the wastelanders – such a punishment had been never seen before.
-Some of the tribes who have settled in the shantytown around vault 37 are occasionally taken in for testing by the medical staff. As the Citadel has few people in it, the staff will often adopt babies (forcefully) from their parents if they are found to free of mutations. Of course, such a policy goes down extremely badly with the tribes there, who riot and trash the buildings as they demand to be given back their children. After being driven off by gunfire, the need for bolstered defences is seen as crucial, leading to the construction of a stronger wall around the Citadel in addition to turret emplacements and sentry outposts. Well protected inside the Citadel, the growing population of the town slowly works to revitalize the wasteland with a GECK, with the first priority being agriculture and water purification. To drive the importance of this task home, the president gives a rambling hour long speech about the need to “cleanse the wasteland” and how they are saviours. When the people of the shantytown boo at him and call him a hypocrite and a thief, he orders the speech to be played twice a day from loudspeakers in the shantytown.
[img]http://i.imgur.com/PdTnYa4.gif?1[/img][img]http://facepunch.com/image.php?u=436734&dateline=1430604978[/img]
[b]The Green Republic – LoganIsAwesome
Capital: Greentown
Economy: Least developed agrarian
Population: 5,488[/b]
-The people of the Green Republic, due to their isolation, have access to a landscape that has once more become untamed and wild, with the forests having rapidly colonized much of the Quebec wasteland over the past century. As they need to maintain tools that they can use to work timber with, people have of course used scrap to supplement and repair these tools (plus a lot of pre-war equipment survived). But after nearly two centuries they have been forced to start making their own whetstones to sharpen blades with, simple forges to make basic repairs or tools, and other pieces of necessary equipment. These would prove useful in the coming years as the Republic began to organise a unified militia (consisting of around 200 volunteers) that will not only work in defence, but also in community projects.
-These projects normally consist of helping some of the villages to clear trees and cultivating fields for potatoes and vegetables. This is hard and difficult work that takes years to do, but it’s a step towards making peoples lives easier. As there is more than enough timber for fuel, a lot of it is shaped into planks and used to build houses or boats with, which some people use to go fishing in the rivers or the coasts. An enterprising fellow managed to acquire responsibility for a particular wharf and several boats, becoming known as the manager of the “Green Fishing Company”. With hardly anyone to trade with, the fish is usually smoked and kept over the winter months in food reserves. The small amounts of smoked fish which is traded, is usually in return for tools and bullets from traders down south who occasionally roam this far north. As the militia organises itself, it begins to make trips south to visit villages outside of the republic to give gifts of smoked fish or to help protect them from the mutants and raiders that occasionally wander here. These villages later begin to join the republic.
[img]http://i.gyazo.com/edabc6ab2be9c8c71a531c7790a34fe0.png[/img]
Please label turns “countryname”: Turn 5.
[B]Current player List:[/B]
[b]If you haven’t already done so, please join our group. There will usually be people chatting in the chat room after each turn is posted, so please pop in for a visit.[/b]
[url]http://steamcommunity.com/groups/FaRPG[/url]
[IMG]http://gutshothunting.tripod.com/PHOTOS/GENERAL/HILLBILLIES3.jpg[/IMG]
Basic schools of the Confederacy
So many fuckin jeans
Updates will be slightly more irregular now as I am going to be without much internet/sporadic internet for a while, so send in your turns when you can and I'll try to have them done and posted.
I've been watching this game for a little while and I'm interested in joining, I was thinking of making a nation in Texas. I know that there is already a nation in Texas, but I was thinking of making my potential nation close to Oklahoma, or to have it settled on old Austin.
My people would be survivors from the Great War who did not make it into the Vaults. Through extreme hardship and hard work they will have built themselves a walled city. They're generally xenophobic, quick to go to their guns, and god help you if you insult their walls.
[QUOTE=blorgyboy;48064452]I've been watching this game for a little while and I'm interested in joining, I was thinking of making a nation in Texas. I know that there is already a nation in Texas, but I was thinking of making my potential nation close to Oklahoma, or to have it settled on old Austin.
My people would be survivors from the Great War who did not make it into the Vaults. Through extreme hardship and hard work they will have built themselves a walled city. They're generally xenophobic, quick to go to their guns, and god help you if you insult their walls.[/QUOTE]
Sounds like Ghouls
Joining as Canada.
[QUOTE=Satansick;48066835]Joining as Canada.[/QUOTE]
Don't just assume you can randomly join in; there is only so much Sob can handle, and we had to vote on including two new members, so don't push it
Presumably joining as Canada.
[QUOTE=Satansick;48066989]Presumably joining as Canada.[/QUOTE]
I wouldn't keep your hopes up
THE GREEN REPUBLIC IS TRUE CANADA!
He can join in. I gotta take a break from things, physically I'm getting absolutely wrecked here due to allergies and some other sickness.
Surely the other guy as Texas would join before that guy.
[editline]28th June 2015[/editline]
And Sobotnik should probably have a say on who too
[QUOTE=Ruski v2.0;48067561]Surely the other guy as Texas would join before that guy.
[editline]28th June 2015[/editline]
And Sobotnik should probably have a say on who too[/QUOTE]
There's a much larger Waiting list than just that guy
[editline]27th June 2015[/editline]
[QUOTE=LoganIsAwesome;48067462]THE GREEN REPUBLIC IS TRUE CANADA![/QUOTE]
*cough* French Canada *cough*
We should hold another vote for who will replace Zilla in his absence.
If the game is full I understand, I can wait.
Hold another round of voting for a player then.
Also I'm going to need Ruski to resend his Nu Texan Confederacy turn. When I mean 10 lines/commands, I don't mean 10 paragraphs.
Also I still need Newb, Jcorp (who for a challenge seems to send in turns without technology), and Native Hunters turns.
I vote for Mister Sandman.
[QUOTE=Sobotnik;48072504]Hold another round of voting for a player then.
Also I'm going to need Ruski to resend his Nu Texan Confederacy turn. When I mean 10 lines/commands, I don't mean 10 paragraphs.
Also I still need Newb, Jcorp (who for a challenge seems to send in turns without technology), and Native Hunters turns.[/QUOTE]
It's not my fault I consistently forget :v: Turn's in.
Reminder that this post has the usual format for turns:
[url]http://facepunch.com/showthread.php?t=1471881&p=48047452&viewfull=1#post48047452[/url]
Also, can we all agree that we should be imagining this RP in concept art terms? Because we don't exactly have Gamebryo to worry about, so Camp McCarran can look like this:
[thumb]http://37.media.tumblr.com/tumblr_mavozxowKZ1qgb1o5o6_1280.jpg[/thumb]
And that's awesome.
I need Newbs turn, and the new player to be picked at some point today.
[QUOTE=Malos;48073003]Also, can we all agree that we should be imagining this RP in concept art terms? Because we don't exactly have Gamebryo to worry about, so Camp McCarran can look like this:
[thumb]http://37.media.tumblr.com/tumblr_mavozxowKZ1qgb1o5o6_1280.jpg[/thumb]
And that's awesome.[/QUOTE]
I wonder how long until games look exactly like their concept art
then you could just screen shot anything and it'd look like that
Well I'd say sandman, or whatever player will be the most active.
I vote for anyone who plans to settle in the west. The east is rather full as it is, and just facing CL and NCR isn't that fun
[QUOTE=EuSKalduna;48079353]I vote for anyone who plans to settle in the west. The east is rather full as it is, and just facing CL and NCR isn't that fun[/QUOTE]
I was thinking of coming in and taking Caesar's Legion, or maybe even New Vegas if possible. Could see myself in the west if people wanted me in.
[QUOTE=Pezgod1;48079457]I was thinking of coming in and taking Caesar's Legion, or maybe even New Vegas if possible. Could see myself in the west if people wanted me in.[/QUOTE]
I'll vote for you as New Vegas
Yeah, I'm voting for Pez if he takes New Vegas.
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