I Gotta' Right! | Multi-State Sandbox | New Reno Mafia Campaign
Fallout: The Roleplaying Game | Campaign
$19.99
/ Session
Details
Weekly / Tuesday - 9:00 PM UTC
3-4 Hour Duration
0 / 6 Seats Filled
Requirements
Experience required: Open to all
Age: 18+
About the adventure
The bombs didn’t reach New Reno — but hell found a home there anyway. Years after the events of Fallout: New Vegas, New Reno remains a sovereign, seedy monument to greed and ambition. The NCR wants it. The Legion failed to take it. But the Mafia families own it. This is the heart of the Chem trade, a hub of arms dealing, pleasure, and political intrigue, where everyone’s got a gun and a grudge. In “I Gotta’ Right”, you’ll carve out your legend in a city that eats the weak and worships the strong. Pick a side, or play them all. Each of New Reno’s major crime families has their own secrets, schemes, and powerful outside backers—Enclave remnants, NCR generals, Brotherhood splinters, and Raider warlords. Whether you’re a killer for hire, a smooth-talking fixer, or a mutant out of the wastes, your choices shape the city’s future. Will you help a family rise to dominance, tear them down from the inside, or turncoat to the NCR and flip the board entirely? Hunt mutated creatures. Claim bounties. Chain beasts to your will. The NCHA (New California Hunters Association) rewards those who take out major threats to trade and travel. These are called MARKs—mutated horrors, legendary monsters, and high-profile outlaws. Track them for NCR Dollars and fame. Want something more than the average pet? Capture MARKs alive, and you can surgically install a Brain Chip, turning the beast into a controllable creature known as a PippyMon. Each species requires its own chip, and you’ll command them via your Pip-Boy. Just hope it doesn’t bite your arm off when the signal cuts out. Expect gritty lethal noir drama, tough choices, and wild analog tech. This ongoing campaign blends Fallout 2’s freedom, character, larger scale and grimy politics with New Vegas’ narrative depth and tactical flair. Players will face heavy moral dilemmas, shifting allegiances, and the opportunity to reshape New Reno’s fate. It’s not about being the good guy—it’s about being the least bad guy, or maybe just the one left standing. This is a narrative sandbox with high consequence and freedom. Influence is earned, not given. Missions are chosen, not assigned. Players can pursue personal, factional, or mercenary goals—and the world will shift around their choices. Original music infuses the game’s tone: Jet Age rock ‘n’ roll, brass-heavy big band, and dirty proto-punk carry you from contract to contract in smoke-filled saloons, desert radios, and crumbling amphitheaters. The Mojave remembers stories. You’re here to write one.
Game style
Theater of the Mind
“Theater of the Mind” uses little to no visuals for scene settings and combat. Instead, the narrative imagery comes from the Game Master’s descriptions and character action and movement comes from Players’ descriptions.
Sandbox / Open World
In "Sandbox" or "Open World" games, players are given a tremendous amount of freedom to pursue their stories without the restrictions of a more linear game style. Players are encouraged to explore and engage with the world, and find their own story as they do so. These games offer the players the opportunity to help drive the narrative, and allow for the story to evolve organically through the choices they make.
Roleplay Heavy
“Roleplay Heavy” games place the focus on the story, the characters, and the world they live within, and tend to lean hard into the various roleplaying elements of the game. These games will frequently find the party talking with NPCs, exploring the personal elements of their backstories, or even having emotional moments around the camp fire.
Additional details
How to prepare
Players will need to make a Alchemy VTT account, and a Discord Account. No purchases are necessary on either website. Once a player has joined the Alchemy room, they will be able to easily choose a premade character or make an original one. During session zero, or when a player first joins, I will make sure to go over the essential rules, however everything they need to know will be mostly within Chapter 1-3 of the Core Rulebook. Campaign rules and guidelines will be sent in a pdf file.
What I provide
As your Game Master, I deliver a cinematic, theatre-of-the-mind experience crafted for players who want more than just dice and dialogue. Every session is supported by custom artwork, photographed backgrounds, and immersive audio that goes far beyond ambient noise. Gunfire has weight (sound effects), voices echo in abandoned vaults, and radios crackle with era-appropriate rock, big band, and original songs that reflect your choices in the world—sometimes even telling your story. I voice every NPC with care and personality, making conversations feel grounded and alive. With my background in sound engineering, I shape each scene with a level of audio detail rarely seen in TTRPGs. This is storytelling with a pulse—built to pull you in and not let go.
Gameplay details
During Session 0, the Game Master and Players come together to discuss the campaign’s rules, expectations, and tone. The GM explains the setting, system mechanics, themes and concepts, while players share their character ideas and establish boundaries. This session also covers the group’s play style, scheduling, and etiquette, setting the foundation for a smooth, respectful, and immersive campaign experience.
Content warnings
Safety tools used
• Breaks
• Session 0
How will character creation work
Character creation will be handled before session 0. Players are free to either choose a pre-made character, or make a original character by the vanilla Fallout rules. Character sheet will be created within Alchemy for easy use within the VTT. Fallout Core Rulebook is enough for the players, I can provide information on anything from the other books.
Players can expect
Combat / Tactics
High
Roleplay
High
Puzzles
High
Experience level
Open to all
Platforms used
• Alchemy
• Discord