So, the session went ok last night. Generally the players enjoyed it (though a couple who prefer lighter systems didn’t like it so much - though I was kind of anticipating that from a heavier system).
Character creation was pretty quick and fun. I made sure I had enough copies of the gifts/scars, perks and equipment tables printed, plus plenty of copies of the item cards (luckily I had a friend with access to a colour printer - I had printed B&W copies first, but realised they would be much harder to use, even with the colour-blind friendly symbols). It took around an hour and a half to create 6 PCs, which is pretty good considering it included a system overview, and sharing 3 copies of the above tables among 6 players.
It would be nice if the character sheet included spaces by the skills to record specialisations, and a space to record luck points (I realise the intent is to use tokens, but from a RPG perspective it is simpler to just track on the character sheet).
The biggest issue was the first fight. With 6 PCs, I ended up using only 4 settlers and a total of 10 raiders (we didn’t have enough miniatures for more). It ended up taking around 2 hours for a single fight! Which is fine for a wargame, but really makes things drag in a RPG…
I did however muck up both initiative (I thought you either readied a model or activated readied models, not both on a turn), and criticals (missing that you scored a CP on a hit), which definitely had an impact on the speed and flow of the game. I also decided to try and mix up the raiders gear a little (I thought it unlikely they would all have pipe rifles, so gave some pistols and melee weapons) but in the end I think it wasn’t worth the added hassle and in future I’d just use all rifles for simplicity.
If I was going to run the adventure again, I’d probably just make this encounter 6 raiders and Mr Parzival, and have the players encounter the settlers as another non-combat encounter - they didn’t add too much to the encounter and slowed it down greatly (as did the extra raiders). The thing to remember in a RPG is that each PC is played by a different player, so that means that any given player has to wait for 19 other characters to act before they get to act again, which can be very frustrating even if the core system is speedy.
I did have some questions about damage and healing:
First, the way the game recommends tracking damage: wouldn’t it make more sense to mark damage from the right (as described) and rads from the left? Like the computer game and other Fallout games I’ve played. E.g. a character with 6 health who had suffered 2 rads and 3 wounds would have boxes 1 & 2 filled in (from rads) and boxes 4/5/6 crossed (from damage). I think it would simplify things greatly. If we move to tracking it this way, what (if any) rules would it affect (other than making things a little deadlier obviously).
Second, I couldn’t find any mention of using Medicine/First Aid for healing, other than possibly treating bleeding. How is this skill meant to be used? Can it be used to heal wounds, or can you only do that via consumables and resting?
Other than the above, the game went pretty smoothly, though due to character creation and the long fight we only had time for the Radscoprion encounter and then arrived at Diamond City. In a fortnight we resume with the players at Diamond City, investigating and on the trail of Kameloth (I think I’ll need to reduce the number of super mutants in the Yarwen encounter(s) too, perhaps using fewer, tougher opponents).
One further question just occurred to me. Given the events above, defeating the raiders, obtaining Mr Parzivals quest and reaching Diamond City, what is a suitable XP award? I have no idea whether 1, 5 or 10 would be appropriate, other than the fact characters start with 5, the number of empty skill boxes on the playmat/character sheet, and the progression in the computer game. Based purely on those factors I’m tempted to be generous and say 5, but I really have no idea of expected rewards/progression.
Grateful for any feedback, and hopefully it isn’t too late to improve the adventure/book… or at least the FAQ.