Showing posts with label Post Apocalyptic. Show all posts
Showing posts with label Post Apocalyptic. Show all posts

Saturday, May 18, 2024

Caravan Trouble

The Emberville Five Klicks Campaign - Turn 3

Preliminaries
After their previous foray into the wasteland, our heroes have a chance to recuperate. They try to gather some scrap but fail. They decide to wait for the trade caravan, but it never arrives.

Concerned by the caravan's disappearance, the settlement sends out our heroes to investigate.

Game Note - I got "caravan ambushed" as the random event for this game turn. Sounds like a perfect motivation to venture into the waste.

Set Up
Random set up resulted in a hill in the center, impassable terrain to the bottom left, and a lot of cover. I did some quickie terrain - a brown gorge for the impassable terrain, scraps of construction paper for brush, and a wood rectangle for a wagon.

Instead of Meeples, I picked up some wood circles and drew some crude top down figures - black for the enemy and red for the heroes. 

I numbered the heroes as follows:
  1. Ash
  2. Jazz
  3. Rock
  4. Spike
The party started on a small hill at bottom center. The enemy will appear randomly on the board.

The Approach
The party heads down the road used by the caravan. They see vultures circling a distant hill. As they get closer, they see an abandoned wagon. It must be the caravan; but why is it abandoned?

"Wait!" says Rock as he trains his eye on the wagon. "I think I see bodies."

Then the party notices a snarler beast in the brush beyond the hill to their right.

From the Fallout wiki. You get the idea.

Game Note: Sorry, forgot to take a photo.

The Fight
The party spots a beast in the brush on the right. Spike flanks to get a good shot while the rest of the party moves into some scrub closer to the wagon.

But the beast moves towards the wagon. And suddenly, another one appears on their left and approaches the wagon.

Ash and Rock shoot at the beast on the left. Ash misses but Rock's shot glances off the beast's thick hide.

Both beasts charge Rock. He manages to wound one. Spike takes up a position on the flank and shoots. Again, the beast's hide deflects the bullet.

Rock gets mauled!

The beasts attack Jazz and Ash. Jazz manages to avoid damage while Ash takes down a beast!

The remaining beast continues to attack but Spike puts it down with a well-aimed shot.

Aftermath
Ash rushes over to Rock. Fortunately, he is fine - just knocked unconscious. His armor took a few hard knocks but they easily fix it.
Note - a "lucky break" on the casualty roll and a good result on the durability check. Whew!

The party checks the caravan. There are a number of bodies torn to shreds and partially devoured. Probably the work of the snarlers. Fortunately, the cargo is mostly intact, and they find some burner ammo.

The party returns home. The settlement is now safer (I raise Security to 1). In addition, our heroes become more adept (they all level up). I think Jazz and Rock will improve their combat skill while Ash and Spike increase their toughness.

Game Notes
That was a tough fight. The beast's hide served well as armor. Fortunately, most of our heroes managed to dodge any damage (the beasts rolled low for damage). And Rock got a lucky break on the casualty roll and emerges unscathed.

I played the game pretty much using the 5K rules. I figured it was easier than trying to convert to MicroBattle. The 5K system is actually pretty easy.

Wednesday, May 8, 2024

Scrag Skirmish

The Emberville Five Klicks Campaign - Turn 2

The settlement needs more resources so our heroes must set out into the wasteland to look for salvage.

Preliminaries
  • Event - Personal Improvement - I roll randomly and Rosy gets an XP
  • Actions - Train - Ash, Rock, and Spike train and get an XP.
  • Trade - I skipped this step. I assumed that you only get Trade Points in the first turn. Turns out I was wrong, but I messed up trade in the first turn so it evens out.
  • Explore - out they go into the wasteland. I decide to leave Rosy at home.
The Expedition
This turn, our heroes venture out into the wastes and discover a couple of abandoned buildings. But as they approach, they see that a party of scrags, "poorly armed fools trying to make a name for themselves in the dust," are exploring the site as well.

Set Up
Rather than wait until I get proper counters or figures, I decided to use Meeples. They are way out of scale with the terrain. Oh well.

The party starts at the bottom of the board. The members are (from left to right) 
  • Jazz the scavenger (yellow)
  • Spike the soldier (green)
  • Rock the hunter (blue)
  • Ash the merchant (red)
I'm using stacks of wooden rectangles to represent buildings. The sticks represent fences.

The Skirmish
Seeing the building, Ash's greed gets the better of him. He rushes forward.

Rock joins him in the building. Ash tries to negotiate with the scrags, but they unleash a fusillade of shots. One bullet ricochets off Spike's armor.

Jazz and Spike return fire, taking out one of the scrags.

Ash takes out another while Jazz and Spike advance to the fence line.

A shot strikes Ash. He retires into a safe part of the building. Meanwhile, Spikes covers Jazz as she assaults the other building. She manages to take out the scrag there.

With so many dead scrags, will the lone survivor flee? No! He decides to seek revenge. He wounds Rock. But Jazz and Spike flank him and take him out.

Aftermath
All in all, a successful outing. Our heroes gain experience, loot a musket from the dead, and manage to bring back enough salvage to improve Emberville's resources.

Game Note
How did I come up with the events of the aftermath? Following 5K's post-battle sequence, I determine:
  1. Casualties - Ash and Rock will be able to recover from their wounds.
  2. Durability - no check needed this time
  3. Experience - Each character gains 1 XP. I give Jazz another XP as the MVP of the day. She managed to kill 2 of the 4 scrags. No one levels up yet.
  4. Improve Home - since the party held the field, I roll to improve the settlement. I succeed so I can raise a stat by 1 point. I choose Resources, assuming that the party finds some good salvage in the buildings.
  5. Loot - I roll a musket. Seems reasonable because that's what the scrags had.

Monday, May 6, 2024

The Campaign Begins

The Emberville Five Klicks Campaign - Turn 1
Now that I have my heroes ready, time to start adventuring.

Preliminaries
In 5K, you don't just rush into the wasteland. You have to prepare!
There are a series of pre-battle steps. Here is what happened this turn.
  • Event - scrap find. I use it to improve their trade.
  • Trade - the party acquires sturdy binoculars, a fine pistol, and military armor. I give the armor to Spike
  • Actions - Send out a patrol - this will reduce the number of enemies in any subsequent battle
  • Explore - out they go into the wasteland.
Note: I was only supposed to keep 2 trade items but I forgot that rule until after the second campaign turn. Oh well, I'll let it stand.

The Wanderer
The party meets a wandering freelancer. Ash, with the speech skill, negotiates with the stranger.  Ash does well, and the newcomer, Rosy, joins the party.

Aftermath
There was no battle so nothing going on afterwards.

A little disappointing, but it is nice to have reinforcements.

Saturday, May 4, 2024

Five Klicks Campaign

As I mentioned last time, I've taken an interest in the campaign system found in Nordic Weasel's Five Klicks from the Zone (5K).

The Setting
In 5K, your party has a home base, a settlement, that it tries to improve. You do that by sending the party into the wasteland, hunting for salvage.*

My party's home will be a settlement named Emberville.

The Party
In 5K, you start with a party of 8 adventurers. That seems like a bit much for me to juggle, so I decided to cut the party in half. I'll do the same with enemies when the time comes.

I proceeded to use the 5K rules to stat out the party members. Here they are:
  • Ash, a merchant (34031) with survival and speech skills. Armed with a civilian carbine.
  • Jazz, a scavenger (34052) with the leader skill. Armed with a civilian carbine.
  • Rock, a hunter (26032) with the survival skill. Armed with a military rifle and scout armor.
  • Spike, a soldier (34332) with the leader skill. Armed with a military rifle and scout armor.
The numbers represent the character's stats - Initiative, Speed, Combat Skill, Toughness, and Nerve.

They're now ready to venture into the wasteland!

Created with Gencraft
Ash, Rock, Jazz, and Spike

* A Note on Morality
For most RPG or RPG-style wargames, I am not fond of acquisition as a motive. It feels so mercenary. I generally prefer my heroes to fight for a greater cause - defeat the dark lord, preserve law and order, stop an invasion - that sort of thing. That's why I never really got into 5K's sister game, Five Parsecs from Home. But for post-apocalyptic, acquisition seems to be a greater cause. It is necessary to rebuild civilization. So I'm going to stick with it for this campaign.

Thursday, May 2, 2024

Fallout Follies

It's been quiet on this blog. I just haven't had any gaming inspiration.

But that may be changing because of this.


I watched the first two episodes this week and now I'm in the mood for some post apocalyptic skirmishing. But, I have a couple of problems...

Rules
I've been looking for rules. Not that I'm going to use them as is. I will likely use a modified version of my Micro Battles for the actual game. I'm really looking for a campaign mechanism, otherwise games feel kind of stale after a while.

Right now, I'm focused on Five Klicks from the Zone.


Figures
I don't have any miniatures to play the game. I thought about getting some, but then I quickly realized that they would end up sitting unpainted on a shelf.

I could use Meeples. Even the smallest ones, however, seem a bit large for the small boards I use. I'd like something more in a 6mm scale.

Now I am pondering homemade, top-down counters. These will be easy to create, easy to store, and I can make them generic so they can do duty in other genres.

Stay tuned for more!

Friday, September 28, 2018

Road Rage

Late last year I tried some experiments with Machinas. I found it to be a bit slower than I wanted (and there were other quibbles I had). So I jotted down a few ideas. Last weekend I decided to try some out.

Movement is greatly simplified, although it retains a degree of relative movement that is the main characteristic of Machinas. In my rules, each vehicle rolls one D6. If it rolls greater or equal to its speed (or handling on turns), it can move forward one space (sideways movement is free). This means that I can roll movement for all vehicles at one time, which speeds up the game turn immensely.

For this experiment, I pulled out some 6mm scale vehicles I purchased from Microworld. I am a bit disappointed that the vehicles from the Denizens pack (like the orange car below) are out of scale compared with the Hot Rods and Cars pack. As you can see, I haven't finished painting.

Below I set up a chase (the orange car is not involved). Three raiders (red) are chasing a Courier (blue). The raiders have (from front to back) a car, hot rod, and trike

The Courier pulls out ahead of the trike and hot rod, but the car keeps pace. It rams the Courier, who just manages to maintain control.

Ramming involves a simple opposed die roll. The loser then rolls on a results table, with the possibility of a momentary loss of speed, damage to the vehicle, or a crash.

The raider car pulls up next to the Courier, who sideswipes him. The raider temporarily loses control.

And returns the favor.

By this time, the Courier reached the end of the board. I moved him back to the middle of the board and all other vehicles the same amount of spaces back. Any vehicles that got pushed off the board as a result dropped out from the chase.

This only left the car. Throughout the chase it had also been taking shots at the Courier, causing damage. Gunfire was a simple D6 roll. In this final turn, the Courier reached its damage limit and crashed.

Overall, it was enjoyable, although it needs some tweaks. I liked the movement system - quick and easy. However, the trike and hot rod fell back early and were never in the fight. I'm thinking of adding a turbo boost rule. Perhaps a bonus roll if you roll a 6. So there would be a potential to move 2 spaces a turn.

I'll have to try some more games, and finish painting the cars.

Saturday, July 28, 2018

A New Vegas Distraction

I had a few free hours this morning so I planned to get some miniatures-related stuff done. I wasn't feeling a game so I thought about doing a little painting.

However, as I sat down for a little breakfast, Onyx our video-addicted cat started scratching at the TV. That's his way of telling me he wanted it on. All right, maybe a little of my current gaming craze - Fallout: New Vegas (yes, I know it is a bit old).


As I was playing, one of my other cats jumped in my lap, curled up, and went to sleep. OK, I wasn't going anywhere soon. I just kept playing. Two hours later I finally got free, and am jotting this down before I begin my errands for the day.

Of course, I need to keep the TV on for Onyx. Right now I have it tuned to Fallout Radio on YouTube.
Click HERE to listen

If you like 40s-50s music, give it a listen.

Saturday, July 14, 2018

Roaming the Rodent Wasteland

While on vacation last week I took the opportunity to try out some simple rules for adventuring in a post-apocalyptic wasteland (see my previous post for some background).

Here is a picture of the campaign map.

And the encounters:

  1. Old Folks' Home - Red shoots down 1 decrepit zombie before it reaches them
  2. Mall - Red and Dog are both wounded in a fight against 2 raiders
  3. Old Fort - Red is badly wounded as they are driven off by mutants
  4. The Fountain of Youth - very timely discovery allowing both to recover their full health
  5. Swamp - They fight off 2 razormouths (radiated alligators) and find a stimpack
  6. Mall - Dog is wounded as they defeat 2 zombies. Red uses the stimpack on Dog and finds armor
  7. Wasteland - Dog takes more wounds, this time against two radguanas (radiated iguanas)
  8. Swamp - Another bloody battle against 2 razormouths. Red uses the last 2 bandages and finds a gun
  9. Settlement - relief! The settlers provide aid to our heroes, who heal 1 wound each
  10. Old Folks' Home - Our hero retrace their steps through the Old Folks' Home, killing another zombie
  11. Mall - fortunately they previously cleared this out
  12. Wasteland - They defeat 2 raiders but take more wounds. Red upgrades to a heavy gun
  13. The Magic Castle! - After much wandering, they find it at last. There is an epic battle against 3 rodent warriors. They take more wounds and both Red and Dog are on their last hit point. They kill 2 of the warriors before the third flees.
All in all, a fun diversion. Although I used a different combat mechanism, it felt very similar to Four Against Darkness; essentially it was a random dungeon crawl. I'm debating just using 4AD's combat mechanisms.

Monday, July 9, 2018

Rodent Warriors

Introduction
Generations after the Conflagration, the survivors’ descendants have formed scattered settlements and are rebuilding civilization, sometimes using the technology of the Old Ones. Your village is one of those, filtering out the glowing waters with the Cleansifier.

Yesterday, the Cleansifier broke, leaving the village with a limited supply of clean water. The village elders have met and have decreed that one of the village must go forth into the wastes, searching for the fabled Magic Castle, where we can find another Cleansifier. They have selected YOU to take on this quest. With your bow, knife, and trusty dog, you set off to find the Cleansifier and save your village.

The Concept
My wife and I have been playing a lot of Fallout lately, prompting a desire to play some post-apocalyptic skirmishing. I had a spark of inspiration and am jotting down ideas. Above is my intro to the game.

Ever since I started playing Fallout I wondered what a Florida setting would look like. I just have visions of mouse-eared minions dominating the peninsula from their castle in the middle of the state (hence the name Rodent Warriors).


So far I have a bunch of Florida-themed locations - radiated swamps, an old Spanish fort, a rocket center, shopping malls, retirement homes, the Fountain of Youth, and finally the Magic Castle, home of the Mouse King!

Rules
I'm creating the rules on the fly. So far, I have a table to generate the location / encounter. In my first experiment, I used my latest 2D6 sci fi skirmish rules. I need to make some loot tables, so the hero can upgrade armor and weapons.

Experiments
For my initial foray, the hero Red and his dog set out from the village and ran into some zombies in the wasteland.

The zombies (black tokens) started at long range. Red (green token) tried to shoot them down with his bow, but he missed.

Red's failure allowed the zombies to rush into close combat. 

Red took a wound, but after a short scuffle he and his dog eliminate the zombies.

Searching the rotting corpses, Red discovered that one was wearing light armor. Red donned the prize!

Red then found the Old Fort. However, it was inhabited by mutants. After a long battle, Red and his dog emerged battered but victorious.

Thoughts
The battle with the mutants dragged a bit. Red and his dog kept missing but they kept making their saving throws. I'm looking for ways to speed up combat.

Friday, December 22, 2017

Truck Country

A dead phone changed my gaming plans this morning.
Lately, I've had a hankering for gaming some bombing runs, a la B-17 Queen of the Skies. Unfortunately, I don't have the game anymore. I've been searching for alternatives online. There is Target for Today but it seems pricey. I did find a reference to a set of miniature rules called Target for Tonight but they are not available at this time. By the way, check out this excellent Target for Tonight game report! Then I remembered that my updated copy of Donald Featherstone's Air War Games includes a set of rules called "On a Wing and Prayer - Bomber Command in the Battle for the Ruhr, July 1943," by John Armatys. I got out my planes and then picked up my phone to access the book, only to find that the phone was dead.

OK, on to plan B - MachinasBecause of the dead phone there are no pictures. :(

Game Report
Once again, Conway the courier is being chased by raiders. This time, he is pursued by a pickup truck and a sedan.

  1. Neither raider manages to pass. The pickup shoots at Conway, causing him to swerve, and bump into the pickup. This causes a chain reaction, but all the cars maintain control.
  2. The raiders draft. Shots are fired but miss.
  3. The sedan passes the pickup and lines up a shot on the courier. The shot misses and the sedan drops out.
  4. Conway and the pickup trade shots. Conway's shot blasts into his target's engine compartment. Steam escapes from the hood, and the pickup slows.
  5. An SUV, armed with a grenade launcher, joins the chase!
  6. The SUV passes the pickup and trades shots with Conway. All shots miss.
  7. The SUV and pickup trade positions again. Conway still maintains his lead and avoids the raiders' shots.
  8. The pickup drops out. The SUV starts to zero in on Conway; the explosions from grenades causes him to swerve, but he maintains control.
  9. Another grenade explodes, and again Conway swerves. He bumps into the SUV, which loses control and flips!
With all of the raiders out of the chase, Conway is home free once again.

And that completed 6 by 6 Challenge 5.4!

Sunday, December 3, 2017

Motorcycle Madness

With a little time available this morning, I decided to play a session of Machinas.

I made a couple of rule changes to make it easier for me to run the game solo:

  • I vastly reduced the bonus dice pools. My car started with D6/2 while the non-player cars started with 0.
  • I did not roll a random event for each car. Instead, I rolled one random event each turn, then rolled to see which car was affected.
  • I allowed cars to shoot, even if they did not win a passing roll.
The first two changes limited the role of bonus dice, although they could be decisive if used at the right time. I did not notice any reduction in my enjoyment of the game. The last rule change provided, in my eyes, more action, as cars took numerous pot-shots at each other.

I failed to take pictures, primarily because my phone was upstairs and I was too lazy to go up and get it. The pictures would have been a disappointment anyway because I used my unit markers rather than my wife's Hot Wheels (she reclaimed them).

Here is a turn by turn recap:
  1. Conway is on another Courier run. He finds himself pursued by 2 motorcycles. One passes; Conway tries to shoot him but fails. Another car joins the race.
  2. Conway tries to bash the lead motorcycle but it eludes him. The second bike pulls alongside and unloads a blast at the Courier. Conway fires back. Both miss. The car is drafting in the rear.
  3. Conway shoots the lead motorcycle, causing damage. The car moves up behind Conway and shoots, missing.
  4. Conway bashes the lead motorcycle. It crashes! However, another motorcycle joins the chase. The car shoots at Conway. Conway swerves and bumps into the car. Both maintain control.
  5. The car, equipped with a spiked ram, tries to bash the Courier. Conway manages to avoid his pursuer. One of the motorcycles tries to pass, but Conway holds him off.
  6. One of the bikes collides with Conway. Both swerve, causing a chain reaction! The motorcycle collides with the car. It too swerves, loses control, and flips. The last motorcycle has to dodge the wreck! Unnerved by his nearly fatal collision, the lead motorcycle drops out of the chase.
  7. The remaining motorcycle trades shots with Conway. Conway hits the bike, causing it to swerve. Nevertheless, it maintains control.
  8. More shots are exchanged. The motorcycle loses heart and gives up the chase. Conway is home free!
Six by Six Challenge - 5.3 completed!

Thursday, November 23, 2017

Nothing Shall Stop These Couriers

In the aftermath of the Cataclysm, small pockets of civilization arose, and established tenuous connections among each other. However, the raiders of the Wastelands seek to stop these communications. The forces of civilization have created a corps of Couriers, equipped with souped-up vehicles, to race past the raiders and deliver news and packages between the scattered towns.

Conway, in his blue car, has been tasked with a delivery. As he races down the highway, 2 raiders give chase.

Instead of using the Machinas card deck, I wrote down the vehicle stats on index cards. I plan to create a stack of cards with random stats; I can just pick one and go. I chose the stats for the Courier (blue) car.

Also note that I used some brown paper to cover up my Miami Dolphins blanket from prior pictures.

The green car tries to pass, but Conway outmaneuvers him and then cuts loose with his rear-mounted guns. Bullets shred into the green car, damaging its engine (causing a loss of Speed).

The purple car passes the green car but cannot get past Conway. Again, he lets loose with his rear guns, but this time he misses.

The purple car, armed with a spiked ram, bashes Conway and gets past him. The green car starts shooting but misses.

Conway passes the purple car.

Purple tries to bash again, but Conway holds him off. A new raider enters the fray and passes by the damaged green car.

Purple has had enough and gives up the chase. Green passes the orange car and tries to take on Conway, who again fires his rear guns.

Orange accidentally bumps Green, and both spin. Orange regains control but Green flips and is out of the chase.

Orange makes a couple of unsuccessful attempts to attack Conway.

But it finally gives up. Conway now has open road and can complete his delivery!

Thoughts

  • There was definitely more action than my first test game. Having more cars helped, plus I gave my car rear-mounted guns, which resulted in a lot of shooting (that's a good thing).
  • I used the full complement of bonus dice this time. I'm not sure if having so many adds a lot of value, and I may try reducing the number.
  • Kaptain Kobold sent me a document with his tweaks. I read through them but am not familiar enough to try them out. He has an interesting rule that if there are cars ahead of the player car during a chase then add one to rolls to determine if cars drop out. I actually mis-remembered the rule and reduced my player car's speed. Anyway, it did not really come into play because the Courier remained ahead for most of the game.
SIX BY SIX CHALLENGE - Game 5.1 (replacing DC Rivals)

Wednesday, November 22, 2017

Back in the Race

The 6 by 6 Challenge, specifically.

In my last monthly update I said that my 6 by 6 challenge was dead in the water and that I did not expect to finish any more games. Well that has changed. There's a little story behind it.

Monday night I mentioned to my wife that I wanted to pick up some Hot Wheels cars, including her favorite Dodge Challenger. She replied that she had Hot Wheels. I had forgotten that when she was working at Auto Zone she picked up a few toys. Perfect! I had some toys for more Machinas experiments. I grabbed them, set them up, and starting playing a race.


Curious about what I was doing with her cars, my wife came downstairs to check on me. As she watched, one of the non-player cars tried to bash, failed (badly), and got flipped.


"Cool!" said my wife.

"Want to try?" I asked. She readily accepted, and took over as the driver of the orange Dodge Challenger. We played a couple of turns before I had to go to bed. However, my wife is hooked.

Anyway, this puts me back into the 6 by 6 race. I am going to drop DC Rivals and replace it with Machinas.

Sunday, November 19, 2017

Machinas Test Drive

After picking up Machinas last week, I've been itching to give it a go. I decided to take it for a test drive this morning. I don't have cars or printed counters so I quickly drew a couple and used my Pathfiinder battle mat for the board.

For both vehicles, I rolled randomly on the non-player tables. The blue car (the good guy) has slightly better stats. (3 Savvy, 5 Tech, 3 Speed vs. 3/4/3). He also had armor-piercing ammo, a roll cage, and a box of nails (which I forgot to use). The black car had spiked wheels but old tires. For the most part, these attributes did not come into play

In my first trial, the raider (black car) tried to pass the Courier (blue). The Courier bashed, and flipped the raider. Game over in turn 1.

The second run was far less interesting. The raider drafted in the first two turns then tried to pass in turn 3. When he failed, he gave up the chase)

Game 3 involved a few desultory pass attempts. After 6 turns, the raider gave up.

My Thoughts
  • In general, the rules are solid. I picked them up easily and was able to speed through the games. In fact, set up was the hardest part!
    • To simplify set up, I am thinking of pre-generating a bunch of vehicles and recording their stats on index cards. If I need a vehicle, I can just pull one out of the pile of cards.
  • For solo play, keeping track of bonus dice seems like a chore. I already made a tweak to the rules and dispensed with initial bonus dice for the bad guys. I randomly rolled to give the good guy between 1 and 3 bonus dice to start.
  • I'm concerned that there might not be enough action. For the most part the game revolved around passing (which I think should really be called maneuvering) rolls. There was one bash, initiated by the lead car. After that, it did not seem advantageous for the lead car to bash so I kept holding off the challenge and waited for the enemy to break off.
    • I'm not sure if the problem was reducing bonus dice. I would think that it would offset. Perhaps I should also start the hero with 0, though that does not seem very heroic.
    • I also wonder if tone is due to these primarily being racing rules with an emphasis on jockeying for position. In contrast, I am most interested in combat.
    • Also, adding more raiders should make things more interesting. However, I wanted to start off simple for my initial test.
  • Despite my concerns, I see a lot of good ideas in these rules. I think I may be trying a bunch of tweaks to spice it up a bit.

Thursday, November 26, 2015

Thanksgiving Update

It's Thanksgiving in the US and I am off work for the extended weekend. I'm thinking of getting out some miniatures and doing some gaming. However, the dark side is calling me. OK, maybe not as dark as WoW. I have been doing a lot of video gaming, however. My latest addiction is:


 I'm not sure what started it but I got on a post-apocalyptic kick so I pulled out Fallout: New Vegas. I had started it a while back but let it lapse. I'm now back in and making progress.

One flaw with Fallout is that my wife and I cannot play together. So I have been thinking of making a post-apocalyptic themed miniature/board game. Characters represent Vault Dwellers who have been tasked to venture into the Wasteland in search of precious commodities to help the Vault survive. Although I plan to make the setting a bit generic, it will be inspired by my home state of Florida, featuring locations such as the National Space Center and the Magic Land theme park. I'm still sketching out details.

Anyway, I wish all a wonderful day, whether you're stuffing turkey in your mouth in the US or it's just a regular day in your neck of the world.

Fallout Boy wishes you a wonderful day