As much as I loved Fallout 4, the story was terrible in many ways. The Railroad was flat, the Institute was boring and left tons of plotholes and missing answers, and the Brotherhood...don't get me started on the Brotherhood. Do they really have to be in every single Fallout game? Comon Bethesda, be original for once in your life!
However, it gets even worse. The only reason I felt a connection to the story is because I myself am married with four kids. This was the main problem with the story. Instead of playing your way, you were playing a character that Bethesda made for you. Sure, you had "choices" but you can't be evil, you can't screw everyone over, and you sure as day cannot play as a psychopathic killer. Everytime you try, your character laments that fact that he can't find Shaun. It's railroading (see what I did there, huh ) in the worst possible way. I feel bad for everyone else.. it's really hard to feel motivated in the main story when you really want to do other things, such as blow up cities and slaughter towns wholesale.
For these reasons, I decided to do a complete re-write of the main story in Belated Media's "What if the prequels were good," format. I'm a busy man, so I'll make these in chunks, first beginning with the factions and backstory of the Commonwealth as a whole. Once I get that out of the way, I can get started on the story itself. Let's begin.
Big Change 1: No Brotherhood/Gunners! I like the concept (repeat, the concept) of the Railroad and Institute, but the Brotherhood has no reason to be in Boston. The Gunners were a total rush-job. Here's a faction with leaders, insane amounts of weapons and verti-birds, and yet they don't even play a role in the story. Instead, I will replace these two with the Vault Republic. They are an integral part of the backstory of my Commonwealth.
Vault Republic
I envision the Vault Republic (VP) as exactly that, a republic consisting of Vault Dwellers. Essentially, the VP began as a loose confederation of Vaults inside of the post-war Commonwealth that sort of banded together for defense and safety. Began by Vault 81 when they discovered the locations of other Vaults in the area, the Vaults sort of stayed to themselves, and sent representatives to the other Vaults during meeting times. All traded goods and protected eachother to the best of their abilities.
Vault 95 was the "drug" vault, but for more of a sinister purpose. The USA/Enclave wanted a stock of warriors for the post-war period. So, they created a highly addictive drug akin to Buffout, and flooded the Vault with it. The dwellers of Vault 95 are thus some of the most physically imposing human specimens on the planet. These guys are tough and it takes a lot of ammo to take then down they are fully drugged up. Vault 81 was the research and development Vault. They began the union and are much more diplomatic in their approach. Vault 81 created the medicine and most of the food for the union. Vault 114 originally meant to house the elites of Boston. Vault 114 didn't really produce anything, so the other two vaults sort of took it under it's wing.
The VP gained in power over time, and eventually began to swallow smaller surface towns in the area. This alarmed the Institute, which was gaining in power at this point. The Institute delivered an ultimatum, surrender or die essentially. The VP felt no reason to be alarmed and disregarded the message. When an army of synths arrived at their doors, it was too late. The majority of the Vault Dwellers are either killed or enslaved, the vaults gutted, and memories of the union quickly erased.
The few remaining survivors banded together and began a long arduous exodus to the south. This event, known as to the VP society as "The Great Trek" is sort of the national epic of the people. Eventually finding themselves in Northern Pennsylvania and South Western New York, the Vault Dwellers , in around a century, carved a mighty empire out of the ruins of the old world. Due to their pre-war tech and knowledge, countess communities were forced to submit. By the year 2277, much of Pennsylvania and New York was under the dominion of the Vault Republic. They even came into contact and fought several battles with the Capital Wasteland Brotherhood of Steel.
The VP never forgot their origins, however, Now led by the Charismatic John Fairfield, the VP is ready to re-enter the Commonwealth, retake their holy vaults, and get the ultimate revenge on the Institute for their misery.
Society
The VP is a unique mix of apartheid, tribalism, and modern technology. Those descended from pre-war stock, IE the vaults, were the highest echelons of government. Only "pure" humans can vote, hold large property, and hold office. All generals, skilled warriors, scientists, doctors, and other important positions are held by those descended from Vaults. Anyone else is deemed a "mutant" and has rights based only on their genes. A human that is normal but not from the vaults has more rights than say, someone who has a mutation. Ghouls have no rights at all, but make a decent portion of the Republics population. Vault Dwellers make up less than 5% of the population
The Vault Dwellers take their Vault epics very seriously. They take pride in being from either Vault 95, 81, or 114. Every few years, elections are held, and each vault can nominate a "president" to lead the union. This can lead to shady backroom deals and corruption as each vault tries to get their nominee in power. The current president is from Vault 114, the first 114 dweller to lead the union since its conception.
Real World anologue: Being an Afrikaner/Zimbawean myself, I feel as if the VP is almost like the Boer States of Transvaal and the Orange Free State.
Position in-game
The VP ingame has just moved from the south, and has recently occupied Vault 95 for the first time in over a century and a half. Their goal is to move into the center of the Commonwealth and utterly destroy the Institute. Nothing less than a smoldering wreck will appease the bloodthirsty society.
Morals
Now, any player can certainly agree with their anger. They were nearly wiped out by the Institute, and want revenge. However, their overt bigotry and apartheid state will throw many off. They cannot be compromised with, and will seek the total destruction of the Institute as a whole.
I will continue with the Institute and Railroad next. In the mean time, gimme feedback and ideas! I like everything