![]() ![]() On June 11, 1996, Bob Apthorpe reported that SJG received more screenshots of GURPS Fallout, noting that the game will be as true to the real GURPS "as a computer version can be. Interplay wanted to push the limits on the game, and in order to give more depth to some of the characters of the harsh environment, the language was spiced up. This was early in 1995, when something as innocuous as the word "ass" was considered unfit for public broadcasting. Anything would be allowed, even the killing of children. The game was supposed to be no holds barred. Rule #5: Your actions have repercussions. Rule #4: Let the player play how he wants to play. The skills we allow you to take will have meaning in the game. We will always allow for multiple solutions to any obstacle. The team laid down some simple rules: Rule #1: Multiple Decisions. Campbell claims that this one idea was what started the creative process for himself. The one who first proposed the idea of using Vaults was Tim Cain, who claimed he had dreamed it. Though this meant that they could no longer use the Wasteland name, they continued work on a post-apocalyptic game. ĭuring the last meeting before Christmas break, it was revealed by Interplay's legal team that EA still had the rights to Wasteland, due to the fact that Interplay had recently released a 10th Anniversary pack containing the game through EA. ![]() At the same time, Steve Jackson Games was working on GURPS: Survivor, which was a role-playing sourcebook with rules for post-apocalyptic adventuring. Īfter some time, the development team decided they wanted to do GURPS: Wasteland, based on the old post-apocalyptic game from Interplay. At this point, Interplay had still not decided what their first GURPS game would be about. The first draft for the game's story was written down on a "night of many beers." This draft was never intended to be used, and bears little resemblance to the Fallout universe. Scott was appointed Lead Designer, as his previous project, SimEarth, had been canceled. According to Scott Campbell, Jackson only responded once he was offered up-front license money. Steve Jackson initially responded with skepticism when Interplay first approached him with an offer in 1994. ![]()
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