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Hi!
Just sending some thanks, as I'm running a campaign using these as my main rules and we're having a hoot.
My players committed to using the random rolling for all character creation and advancement, and it's worked pretty well. They've rerolled duplicates within the party so they all feel special.
I'm largely doing the same with loot, merchants, etc. I've had to make up a procedure for (useful) item availability in a "reliable" trade hub to save time, plus a "careers" table to make up apocalypse NPCs on the fly.
Don't tell my players, but almost everything they've fought so far has been a fudge-dipped Knave 2e owlbear. The DC15 makes players want to avoid rolling enough that it's easy to add weirdo evocative monster mutations/abilities without having to hash out detailed rules.
Anyway, thanks again! Looking forward to more, but also grateful for the work so far.
Thanks so much for sharing! This is really helpful for me to hear—I'm actively working on updates and revisions while running my own campaign right now.
If you have a moment to field a follow-up question: When you say almost everything they've fought has been owl-bear-ish, have those been lone owl bears? (Still trying to figure out how many HP is okay to make sure fights don't drag. 20 seems to be just about the upper end for a solo for my group, but the "d4 [number appearing]" on the Knave 2e owl bear made me think to ask!)
oh! good question, happy to help. Yes, I'm talking about lone weird big creatures. A giant flame spitting mantis, a dune-esque-worm-person-librarian, etc. For groups of lesser things or people I'm using bandits, but my group hasn't _fought_ these as much. Last night I used a Giant as a ~super mutant and it was actually a bit too much (they ran away though, wisely).
I'd use these as groups too, but my players wouldn't take them on (as long as I telegraph well). We've found that the PCs are real squishy, but they also keep spending their money on roleplay things instead of like, medicine or armor.
I also use swarm creatures (e.g. 100 hand sized aggressive moths...lots of bugs in my game, I guess) but I treat these as environmental hazards because unless you have a specific tool or weapon, fighting these doesn't make sense.
Great, thanks! My players are similarly adept at avoiding combat, especially when they can talk their way out of it. (Last session they put on a concert with a Meat Loaf impersonator and a hand-painted sign to tell a bunch of raiders that they didn’t kill their leader, offering a chance to parley.) Lots of bugs for us too, and took me too long to think of using swarm rules even for larger enemies.
I wrote a blog post about my experience doing 2 short danger room style sequences. We didn't do much rolling dice due to how I GM but the perks more than made up for it. I don't mind if attributes start having more of an impact. I liked how there was a couple perks that granted auto successes which myself and my players liked. I like the game, I do hope monsters and how to create them are included in future versions.
Thanks so much for sharing! I've been working on (and reworking) the wasteland denizen chapter during playtesting. Still trying to to get it to feel like "here are actual guidelines to create interesting things you will use" and not just "roll on this a few times and cross your fingers it might make sense."
Hi!
I'm loving your game and have started to add a lot of my own stuff to it. I come here often to see if any progress is being posted as I don't fully trust that itch.io actually keeps me updated.
I am really curious to see what more wonderful stuff you can come up with and I must say that Wastoid is by far the best system to capture the Fallout spirit. You have managed to create a wonderful aestethics and exactly the right level of goofiness and feel that I want. So many other systems go too far in being silly, grim, or edgy.
Right now I am working on a Colorado state setting (maybe hubris on my part as I am from the north of Sweden) using this system and I hope to see you add more as I love all the quirky stuff so far.
Anyway, take care!
It's going, thanks! We wrapped up the intro adventure (in a location inspired by a certain major metropolitan city's art museum). That was initially designed as a self-contained thing with a MacGuffin in the adventuring site, but I ended up saying it wasn't in there anymore to give us an excuse to test iterations of the travel, faction, and combat rules, visit other parts of the map, and just generally get into trouble.
Wastoid has multiple inspirations, but my friends are very much playing it like a Fallout game, which means stopping along the way to do inane "side quests" at every opportunity. Our last session was spent pretty much entirely killing cow-sized "jumbo crabs" at the behest of some random scientist they met on the road because he promised he could inject them with a "serum" if they killed enough of them. Now a couple wastoids have soft shells, another has a claw, and a couple more have gills in their armpits.
Maybe someday they'll find the painting they're looking for. Or one of them will be the new president. That's a thing that might happen, too, apparently. We'll see.
Was looking for a alternative for a fallout like ttrpg. Found just what I was looking for! I’m about to run an adventure I created for the game in couple of weeks with some friends. I’ll try putting it all in a pdf with monster sheets, maps and everything, just like an official adventure manual for the game! Hope you feel better :)
Thanks for the well wishes—I'm doing much better!
Long story short: I honestly can't say when the release date will be, but I'm actively playtesting (with another session scheduled tomorrow) and working on it still.
Hey there, Jason! Recently read your game while looking for fallout-like systems and got maybe a bittoo excited about it. I know it's still a WIP and a lot can change, but I ended up making a simple character generator for it:https://jvfe.github.io/wastoids/ and aform-fillable sheet to go along with it.
Some parts about the generator are still a bit wonky (e.g. Hulkification mutation) and I may have gotten some rules wrong, but I mostly made it to get inspiration for NPCs/give more options for pre-mades when I eventually get to run it. Hopefully it can be useful to you or someone else.
Eagerly awaiting the final version, cheers!
Ah I see. Yeah, my confusion was mostly related to how it changes the attribute spread compared to other characters, where the sum ends up being +3. So I wasn't sure if it should also sum up to +3 (Str +3, Tough +3, Any attribute except weird -3) or something else.
Currently how I'm doing it is that it reduces one random attribute (except str, tough or weird) by -3 and increases Str and Tough to +3, but that can lead to an attribute spread that's very different from other characters (e.g. Weird +2, Str +3, Tough +3, Int -3), so I'm still thinking if that's the way to go.
Thanks for the response, glad to hear you're taking a look into it! Just out of curiosity, have you decided if you're keeping the option for trog PCs as one of the package deals?
Still actively playtesting, so any answer I give you now may or may not be true in a week— but yes, there’s still a trog in the package deals!
And to be honest, I’m also fiddling with ability score spreads in playtesting. We started our trog with an extra +1 Strength and extra +1 Toughness, and -1 to 2 other abilities.
Thanks for your comments! I haven't tried converting from Modiphius yet, but I will have to give that a shot. When I've run it so far, I've just tried to use my own randomly generated stuff, or quickly convert stuff on the fly from post-apocalyptic OSR/D&Dish D20 games like The Wasted Hack and NUKED!
Ummm, let me get back to you on that! Ithink I saved a backup of this that I could export from, but I need to find it, and I’ll be tied up with some family obligations for a couple days. There has been alot more design work since this last version, and the working file is not ready to export from just yet. Feel free to pester me again about this shortly!