>>713504531>Vault: isolationist, very warm and friendly to you... until it's over>Brotherhood: isolationist paladins, friendly to you>Water merchants: money grubbers, won't say no to money, shares a trading settlement with criminals and a cannibal>Shady Sands: losers, but losers who have each other>Boneyard: slave drivers, at best just a harsh reality of living in a dangerous world that hasn't rebuilt yet>The Blades: goodguys but originally intended to be morally grey>Followers of the Apocalyse: goodguys>Killian/Gizmo: obvious choice that is more straightforward than Bethesda morality of viciously gut the puppy in front of children or pet the puppy (also the puppy is obnoxious and ugly), originally intended to be morally grey (unless you think Killian's original outcome is actually a good thing, which isn't wrong)>Necropolis: cannibals who merely tolerate your presence and tell you to not loiter, even if they like you their zombies will eat you in your sleep>Children of the Cathedral: 100% badguys, teaches children to spit in the face of people who refuse to accept flowers>The Master: 100% badguy, 100% bad end to side with, 100% failed planI feel like Fallout 2 has a paragon of goodness option, the NCR, who were only written as um bad actually in NV. I'm not sure if NV pointed out the curious slaver tolerance, the police state (though everyone deserved to be arrested in 2, cannibals, rapists, slavers, drug cartels, thieves) or if it only cared about its brahmin oligarchy and hereditary dictatorship. Oh and your tribe is completely good, if retarded.
Oh and then there's the furry faction who are ultimate paragons of goodness who surpassed humanity, unless you didn't kill that one scientist who sends a deathsquad to clean out the vault.
Or the other bit of terrible writing being Broken Hills where the author genuinely thought a mass murdering conspiratorial rapist super mutant was a faultless goodguy and humans were stinky for being scared of death.