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TWILIGHT: 2000 1E/2E Discussion of the Twilight: 2000 from GDW.

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  #11  
Old March 25th, 2016, 02:23 AM
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Soviet perspective is doable. FFE sells the T2k CD. So, you can get the whole think. I'd go 1.0 or 2.2.

Once the US 5th Division is dismantled by the Soviet Army, players could come from anywhere. US, Polish or even Soviet troops could band together to protect towns...etc. The East Europe Modules in Warsaw, Krakow and Lvov support players from any background really.
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  #12  
Old March 25th, 2016, 02:39 AM
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Quote:
Originally Posted by san*klass View Post
2) Linked in with the above, assuming it is an RPG, how do you write regular scenarios and keep them from just being a "storm the target and shoot it up" setting each time (no insult intended) ?
Because the TW:2k's basic premise is that the game begins when that stage finally comes to an end for your players. Civilization has disintegrated, the old order (the world as we knew it) has been mostly irrelevant and is become more irrelevant all the time. The players were part of a loyal, functioning (if at a much lower level) military unit. But even they were aware that being part of the "United States military" was becoming increasingly irrelevant. The other side is experiencing the same problems.

As the war basically ends in the timeline (at least for the players), they suddenly look around and realize that Europe has changed. There's city-states arising out of the old nation states. Things are looking decidedly medieval in many ways (as a TNE player, I'm sure you'll have a decided feeling of "hey waitaminnit when have I seen this before?" when reading through the 2k setting materials - TNE is basically the lovechild of TW2K and Third Imperium Traveller). What the players do at that point is up to them. Some seek to go home, some seek to stay in Europe and make a new life for themselves (of some sort), I had one group of players who literally wanted to play Marco Polo! One of them as a college history professor before he voluntarily joined the US Army (better than being drafted he figured) and became a staff officer. Because of his background he realized that in the future, a "primary source" memoir of the world right after the end of the Twilight War would be invaluable to future generations. The other guys in their small unit agreed and instead of heading west out of Poland, they headed east with the intention of getting to Alaska and getting home that way.

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Originally Posted by san*klass View Post
3) Also, is it written only from a US PC perspective, or are other nationalities supported? I am toying with a Russian perspective, hence the question.
In the original version (which I believe is the best), there's a very heavy bias in the setting lore and details towards a US perspective. Eastern bloc types seem to disproportionately represented in the "pitiless warlords", "souless marauders", and "brutal mercenaries" categories (it's not all eastern bloc types, but it feels like 80% of them are).

The basic chargen and so on pretty much assumes a US military bent; there's some rules to cover other NATO nations and eastern bloc nations, but again, there's more detail for the US. There's greater detail for the other nations in later editions but the later editions never seemed to last as long and didn't have the history of player written articles in Challenge and so on which made TW2K such a joy to play; having an actual Abrams tanker describe the kind of equipment and the reality of the Abrams tank ('yeah the .50 caliber can be fired from the inside of the tank, as described, but it's actually fired with this chain thing and it's not accurate at all') was a great help.

You can play as other nations, but there's decidedly less detail about them. One of the most fun things in TW2K was to play with actual military members - they're able to really give the game a lot of "feel" that the rules, equipment lists, and so on lack - like filling in the details about the difference between the TO&E on paper and what would really exist in a military, small details like what actually consists of a infantryman's field load, or what's really in a personal medkit (depressingly little), and so on.
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Last edited by epicenter00; March 25th, 2016 at 02:50 AM..
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Old March 25th, 2016, 09:40 PM
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Exactly.

My friends and I had fun with T2K in 1986-88.
There were lots of house-rules/equipment changes we made to better reflect reality (especially those dealing with aircraft).

One thing we did do was to tone back the "evil Soviet/WP soldiers" aspect - as serving military personnel we knew that most of our "enemies" were just like us - patriotic people serving our nation to protect our homes, not as an excuse to hurt others.

Jon A. USMC (3rd Marine Air Wing) 1981-1989 (I spent 8 months of 1987 at sea aboard the carrier USS Ranger CV-61, and we did play there).
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Old March 26th, 2016, 05:55 AM
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Many thanks to everyone who has kindly replied to my enquiry. T2K certainly sounds like a great game, but probably not what I am looking for at the moment.

But that is a result of my campaign concept not really being workable!

Once again, many thanks and I'll return to the Traveller forums.
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Old March 26th, 2016, 06:10 AM
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What's your concept?
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Old March 26th, 2016, 09:46 AM
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Quote:
Originally Posted by mike wightman View Post
What's your concept?
Mike, the word concept, to be honest, is probably a bit too grand.

It is more a feeling that I have been trying to brainstorm, that arose from reading about Soviet Motor Rifle Platoons, their equipment, gear and structure.

I was considering a alternative history WW3 campaign in the 80's, centered around one SMRP. Initially Players would play Platoon Leader, Assistant, Squad leaders or maybe specialists (Assigned Marksman, RP Grenadier, SAW Gunner etc). Very much a "War is Hell" type attrition game as they gain strategic objectives but slowly lose manpower. Assuming such a fast assault that reinforcements are unreliable.

My only worry is how to keep it an RPG and not slip into a small unit war game. And, related to that, how to keep each game fresh and not overly similar.

Seeing This Forum on COTI got me wondering if it might help. But, although it sounds like a great game, I don't think it's gonna help me.

And so I think my inspiration is too flawed to work this time.

But any suggestions gratefully received.
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Old March 26th, 2016, 06:34 PM
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Quote:
Originally Posted by san*klass View Post
Gents many thanks for the info (and putting up with stupid questions).
First, there are no stupid questions. Questions not asked for the fear of seeming stupid are one of the World's great tragedies.

Second, have you ever seen or considered The Morrow Project, which is similar to Twilight 2000, but somewhat less lethal?

Edit Note: I should note that I have Twilight 2000 and The Morrow Project. I did like the Twilight 2000 module of the replica USS Constitution, but I did change it to give it actual guns, made by South Bend Replicas. I figured if someone was going to spend the money to make a replica USS Constitution frigate, they would spring for real guns. Restocking the cannon balls was a bit of a problem, black powder not so much.
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Last edited by Timerover51; March 26th, 2016 at 06:45 PM.. Reason: Added Comment
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Old April 1st, 2016, 06:00 PM
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Quote:
Originally Posted by san*klass View Post
Mike, the word concept, to be honest, is probably a bit too grand.

It is more a feeling that I have been trying to brainstorm, that arose from reading about Soviet Motor Rifle Platoons, their equipment, gear and structure.

I was considering a alternative history WW3 campaign in the 80's, centered around one SMRP. Initially Players would play Platoon Leader, Assistant, Squad leaders or maybe specialists (Assigned Marksman, RP Grenadier, SAW Gunner etc). Very much a "War is Hell" type attrition game as they gain strategic objectives but slowly lose manpower. Assuming such a fast assault that reinforcements are unreliable.

My only worry is how to keep it an RPG and not slip into a small unit war game. And, related to that, how to keep each game fresh and not overly similar.

Seeing This Forum on COTI got me wondering if it might help. But, although it sounds like a great game, I don't think it's gonna help me.

And so I think my inspiration is too flawed to work this time.

But any suggestions gratefully received.
Sounds like you want the players & characters to spend at least as much time role-playing between battles as they do in the fights? T2k should be able to do that as well as any other, it's going to be mostly on the players to stick to your theme. It can do platoon-level firefights very well, its rules are pretty thin on inter-character relationships, but then again, so are Traveller and many other Old School RPGs.

I'll be honest, nearly all of my games have (intentionally or not) evolved into focusing on the shooting-- I think it's a result of my players and their expectations from my games and from myself as a GM. I think T2k should do very well at what I read from your concept.

Something you may want to try is from "Night Witches", which divides its games into "Day" and "Night" turns: the Day turns are spent by the PCs in things like relations among each other and NPCs, scavenging supplies, maintaining their airplanes, and gathering information or other things they can use. The Night turns are flying the missions, dealing with the enemy, and so on. A division of effort like that may be more of what you want?
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