This.
Loved Dead Money. The Pitt was good, too.
They are good tests for your character's build. And the loot is pretty good, too.
Like Dead Money? No... Dead Money was annoying garbage... like the Pitt? sure ok but i would rather have Bethesda make all the DLC open world...
Yes. If you have your super-awesome OP gun of cheating, why would you bother using any new weapons? It encourages you to try everything out, and you can appreciate it a lot more.
And no, I like DLC where you can go freely back and forth too. Shivering Isles and Dragonborn are my favorite. I'm hoping there's going to be a bit of both, like how New Vegas gave each one a different feel. They all fit into the game their own way.
I found Honest Hearts to be worse than Dead Money and The Pitt due to the simple fact that you can only carry a maximum of 100 lbs with you when the maximum carry weight is 400 lbs. With Dead Money and The Pitt, you don't have to go through your entire pack deciding which to carry and which throw in the crate.
Shivering Isles is probably my favorite DLC with Old World Blues being a close second. The insanity in that game is just insane.
Not necessarily. You'll get your weapons back so it's not like you build all that stuff for nothing. It can still be used in the main game and perhaps other dlc.
Stripping weapons/armour is a good idea as it will get you used to the new stuff and you will experience the dlc more fully. I also understand why people want to take their fave gear with them, so best option is make your own choice to go in empty there is nothing stopping you. Alternatively take a few items, that you're willing to throw away after the start.
I loved The Pitt, but not because I lost my weapons, etc. I loved the story and the choices we had to make. Would love a DLC filled with meaningful quests, but I hate losing my stuff for that to happen.
If they strip you, they give you an even playing field and you know what you're getting into. If you could opt to leave you're stuff behind, there's a pretty good chance you'll die quickly. There's a big difference between starting Dead Money and Lonesome Road with no weapons. So the 100 weight limit makes sense if you think about it, you can't take everything and you'll end up picking up cool stuff.
Another in between choice might be you can bring weapons but not armor, or vice versa. Or just leave all your junk and aid behind. Or limit to a single weapon and outfit, no more than you can equip at once.
See, that's the thing. I don't play "builds." I roleplay characters. Gameplay and difficulty is less interesting to me than character and story. It seems to me that there are two opposing attitudes at work here. One, I would say, plays "builds" and loves to be challenged. Another is more interested in exploring character, story and roleplaying.
Me, I don't play roleplaying games to be "challenged." I don't play roleplaying games to have my skills tested. I play roleplaying games to roleplay. And to me that means creating a character who is different than me, fashioning a unique story for that character, and then playing as that character and experiencing her story. Taking away my character's gear - which, as I mentioned before, can be a vital part of my character and her story - violates too much of my roleplaying efforts to be enjoyable to me.
Whereas I look at it just the opposite. Having my gear taken away turns my role-play on its head, as I suddenly have to find something to make due with that resembles my weapon of choice or discover entirely new methods of dealing with threats. It can expose who the character really is, based on how they cope with not having their regular gear. How much of their bravado was because of that armor, or how much did they associate their identity with their Ranger Sequoia?
I don't look at it so much as a challenge for me as the player as I do a challenge for my character. Sometimes the experience doesn't really change my character, and they get their old weapon of choice back and keep carrying on as if nothing had ever happened. Others adopted new weapons or tactics that stayed with them well beyond their adventures in the Sierra Madre. A methodical sniper had a bad experience and came out of it as a madman who charged headlong into melee battles, while one of my no maintenance, use it till it's useless and then find something else to use instead fell in love with the Holo-Rifle and took it as her signature weapon from then on.
I personaly prefered Point Lookout for Fallout 3 instead of the Pitt as the dead-silent swamp setting with the lonesome houses just made fun (only the drug-sequence in the middle of the dlc was a bit off). And Dead Money was great with it′s survival/horror setting, best 3d-Fallout dlc from my pov.
Taking your stuff (not skills) away is the most easy and best way to balance something like that, playing a dlc is for giving you an additional story experience and additional equipment from the dlc and not running through it in your tank armor instant-explosive-minigunizing everything.