Simple is the game system used to run Fallout tabletop games. The system used in the Fallout computer games was SPECIAL. SPECIAL was a variant of Steve Jackson Games’ GURPS.
Whoa, whoa, whoa! What’s up with all of these acronyms?
GURPS = Generic Universal Role Playing System. GURPS was designed to be an extremely flexible, extensible game system. Using GURPS, players can run fantasy games, sci-fi games, or even cowboy-western style games. SPECIAL = Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck. SPECIAL was designed to work for Fallout’s computer medium. Though it used a lot of different formulae to derive attributes and calculate the results of combat checks, it was not problematic because human beings were not required to do the calculations.
(Note that the fallout JE Sawyer PnP has been heavly altered to be completed. It was an abandoned game designe given to fans to complete. roughly 65% of the material here is his original work, but almost all has been edited, tweaked and polished to finish the game)
Okay, so what’s up with Simple?
Simple is designed to be easy to get into, but have long term flexibility for players. It is not intended to be as flexible as D&D 3.5 or as detailed as GURPS. Though the mechanics for high technology and high skills can become more complex, the basics are, well, simple.
These rules assume that people want to play Fallout tabletop games because they enjoy the setting and are more interested in the idea of what their characters can do in the game world than what they can do on a piece of paper. You will not find rules on aging penalties, rolling for weather, or how to create bigger and badder versions of equipment. It uses levels and hit points for ease, but does not use things like alignment or class.
The Simple rule system requires the use of three types of dice: six-sided (d6), eight-sided (d8) and ten-sided (d10). These dice are mostly used to calculate weapon damage. Skill checks make frequent use of two ten-sided dice, which are sometimes referred to as “percentile” with one die representing the tens digit and the other die representing the singles digit (d100). Even though Simple is a relatively uncomplicated system, you will still need the following items to carry out accurate combat calculations:
- Hex Mat - Combat in Fallout is based on the use of a hex grid. If your local game store does not carry hex mats, try the online web store at Chessex (http://www.chessex.com/).
- Mat-Friendly Markers - You may need these to draw out walls, obstacles, etc., and also to mark the locations of characters if a session ends mid-combat.
- Miniatures - You don't have to buy actual metal minatures, but having some sort of scale appropriate (6'/2m across a hex from face to face) representation of characters is a good idea. Miniatures should always indicate facing.
- String - A 12" long piece of ordinary string should suffice. It will be used to chart line of sight. (the edge of a piece of paper will also serve: an average piece is 11" long)
- 30º and 60º Wedges - These can be made of paper, plastic, or slices of watermelon, if you really want. They should be a few inches long and will be used to help determine where an attack mode's narrow and wide cones fall.
Characters are statistically defined through Primary Attributes, Derived Attributes, Floating Attributes, Skills, Perks, and Traits.
|J.E. Sawyer's Simple system|
|Introduction||What is Fallout? | What is Fallout Earth? | What is the Core Region?|
|Simple|| Simple Overview | Character Creation | Primary Attributes | Secondary Attributes | Derived Attributes|
Traits | Skills | Perks | Karma and Reputations | Survival | Actions | Advancement
|Equipment||Survival Gear | Weapons | Ammunition and Fuel | Armor | Chems | Implants | Books | Tools | Vehicles | Workshops|
|The Fallout World||North America | South America | Europe | Asia | Africa | Australia | Antarctica|
|The Core Region||Geography | Sites | Organizations | Personalities | Critters|