General RPG DiscussionDiscussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.
93 Studios has put out the next generation of the old GDW game Twilight:2000. I have it and played it and love it. Great game system (Reflex system), quick, smooth and realistic. Has anyone else grabbed up this little gem?
93 Studios has put out the next generation of the old GDW game Twilight:2000. I have it and played it and love it. Great game system (Reflex system), quick, smooth and realistic. Has anyone else grabbed up this little gem?
Nope... how about a mini review? I'd like to know the basics of how the mechanics work, what the background is like in general (is it USA vs. Russia?), how realistic the combat is and how the vehicle rules are (does it do better than the original in handling penetrations from AT rounds, etc.).
Spill!
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Timeline is pretty in-depth so I shall sum-up. Europe is almost a nuclear wasteland, U.S. is too for the most part. Russia is fighting the EU. US is fighting China and skirmishing with Canada. Famine, disease due to war and weather. Brush wars EVERYWHERE. Complete chaos by 2013 and most resources are used up. "Good luck, you're on your own." message July 4th 2013 from the US President.
Rules: Three levels of complexity (Stage I, II, III). I played stage III and not hard to learn, very lethal and combat is quick to resolve. Actions are done as "ticks"(like the tick of a clock). Initiative determines the # of ticks you have and actions have a tick value. Run out of ticks, you are out of actions. Thats the base at least. Damage is lethal so most want to avoid combat unless you really have the upperhand. A simple slight wound can kill you if you don't have the supplies. Vehicle rules I haven't played yet but they seem good. I'll repost when we get into some armor action.
Character creation (Lifepaths) is a blast. Reminds me alot of old school Traveller. You can (an option) choose hazardous duty (if your lifepath choice supports it) and get some combat experience but you have a chance to become crippled (mental and physical) or die. Always a fun choice. The game also supports total civilian lifepath option (good luck with that). There are ALOT of different choices.
I'm having a blast with this game and I look forward to more TW:2013 books from 93 Studios.
The rules sound a little bit like Feng Shui's timing system, which uses "shots" and a set number of shots for each action. Interesting.
I had a bad experience with Twilight 2000, but that was GM-related. I may have to pick this up.
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I liked (loved!) the timeline of the first one and I think they could've/should've gone that route, but the mechanics of the new system intrigue me and I'm keen to see how that goes.
Parenthetically, photostat copies of the manuscript rules were made, and when the commercial game was published, fans not willing or financially unable to expend the princely sum of $10 for the product did likewise, copying the material on school (mainly college/university) machines. We were well aware of this, and many gamers who had spent their hard-earned money to buy the game were more irate than we were. In all, though, the 'pirate' material was more helpful that not. Many new fans were made by DMs who were using such copies to run their games. - Gary Gygax