@Wickedcool: Re: Plasticville scale: I love the look of the old Bachmann O-scale “Plasticville” buildings as a good jump-start for building terrain for miniatures gaming, but it has its limitations.
The “Frosty Bar” is my all-time favorite, as its structure really has the “Googie” (retro-futuristic mid-20th century aesthetic) architecture look, and it makes sense for being a small, stand-alone O-scale structure that could be easily repurposed in various ways for a post-apocalyptic setting.
The “Hobo Jungle” (a set of shacks) is ideal for conversion into post-apocalyptic “scrappy” structures, while the “Trailer Park” looks about right as well – and I’ve seen some pretty impressive conversions to add even more details.
The switch tower is useful if you want an Oberland Station style structure. The Motel looks okay, since the individual rooms are meant to be pretty small (a la Novac), but I feel like I’d need to get multiple copies for it to look like a plausible roadside ruin (or else put up some broken walls to represent the “other buildings”). The Toll Booth looks like it would make a pretty good ticket booth for a drive-in theater.
As for the others, a recurring problem is a matter of scale. I think they work just fine as tabletop buildings that are not meant to be entered, even though I’ve seen some incredible interior treatments of (for instance) the Diner. The buildings are often listed as “O/S scale,” which in practice seems to mean that the doorways are scaled for about 1:48 or 1:43 scale figures, but any garage doors are just barely large enough to let in Hot Wheels/Matchbox sized cars (but without any clearance for doors to open on either side). This means that while I love the look of the Ranch House and different versions of the Service Station, they look WRONG as soon as you put a model Chryslus Coupe anywhere nearby, because it’s clear that garage just isn’t nearly big enough to house one.
Even without such visible features as a garage door, these buildings are very minimalist in footprint, as there’s just no room for a realistic interior floor-plan. If you’re fighting exterior battles, and the building is just a boarded-over or partially-collapsed ruin, that’s perfectly fine, and very much like the sort of “theme park forced-perspective scale” used in the Fallout games from 3 onward – as so often those buildings in Boston or DC may look “realistic” until you realize just how tiny they are, such as by standing up on a rooftop and observing just how few steps it takes to get from one side to the other.
I love the architectural styling of the stackable Apartment House, but I can’t even fathom what sort of interior floor plan would make any sense.
Some of the buildings have some potential if you basically treat them as modular starting points for a bigger structure. For example, I plan on building an incomplete kit of the “Hospital” (I just got a couple walls and the roof in a grab-bag deal) as if it were one wing of a hospital, with some broken walls to represent the complex stretching on further toward the end of the play area, so one might imagine there’s a much larger complex that once stood there, but now this is just what’s left of a facade for super mutants to seek cover behind. Similarly, I ended up with several “Supermarket” kits, so I put several facades together for a conglomerate structure I put on one side of a wrecked parking lot for my “Super-Duper Mart” scenario. After all, a real supermarket is going to have multiple entrance/exit points in the front.
The Service Station/Gas Station is just weird. I painted one up as my initial “Poseidon Energy” station simply because I have it, and make a point of not parking a vehicle anywhere near the “service bay” garage, and hope nobody notices the wacky scale. For the Ranch House, I obliterated the garage door entirely, disguised that spot as a damaged wall, then added a car port off to one side of the house (one capable of actually housing a rusted-out Corvega Coupe).