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A new Twilight:2000... how would you do it?
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<blockquote data-quote="ddougan" data-source="post: 1500894" data-attributes="member: 11480"><p>Its great <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>There are several versions of the game: 1.0, 2.0, 2.2. These are all out of print, though Far Future Enterprises has reprinted the 1.0 rules, bundling it with some adventures. Its worth picking up for the adventures, but my advice would be to get the 2.2 second hand on ebay or a used-game store.</p><p></p><p>The version 2.2 rules are extremely well designed and all you need to play is the single core rulebook. This book contains pretty much everything - character generation, Referee rules, NPCs, equipment, vehicles, weapons, world information, encounter charts, combat rules, radiation and disease rules etc.</p><p></p><p>You probably already know the general idea of the game from the computer version - but its set in a post-nuclear exchange, yet the war still goes on. Divisions no longer have thousand of troops and hundreds of armoured vehicles, but instead perhaps several hundred men and a couple of working tanks. Theres no oil supplies, so units have to ferment alcohol and engines are converted to run on this alternative fuel. Logistics is a real problem. Disease and radiation hot spots are rife.</p><p></p><p>The game is skill-based (not level and class-based like D20), and heavily military flavoured. The rules are very easy to learn, fairly realistic, and very fast paced.</p><p></p><p>There are also alternative timeline source books - Merc 2000 and Special Ops, in which the world doesnt go to nuclear exchange, but is instead a boiling pot of low-intensity conflicts, and players can play out mercenarys. This gives you the ability to have a good logistical backing, and you can really play with all the cool weapons to blow things up <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>There is a D20-based version of Twilight in the works, but personally, I'm not in the least bit excited about it - if you wanted to play that version, you'd have to buy the Twilight D20 rules, plus T20 Traveller rules, and of course your D20 Core rulebook (DnD PHB or D20 Modern or Star Wars - I assume you've got at least one of those already <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ).</p></blockquote><p></p>
[QUOTE="ddougan, post: 1500894, member: 11480"] Its great :) There are several versions of the game: 1.0, 2.0, 2.2. These are all out of print, though Far Future Enterprises has reprinted the 1.0 rules, bundling it with some adventures. Its worth picking up for the adventures, but my advice would be to get the 2.2 second hand on ebay or a used-game store. The version 2.2 rules are extremely well designed and all you need to play is the single core rulebook. This book contains pretty much everything - character generation, Referee rules, NPCs, equipment, vehicles, weapons, world information, encounter charts, combat rules, radiation and disease rules etc. You probably already know the general idea of the game from the computer version - but its set in a post-nuclear exchange, yet the war still goes on. Divisions no longer have thousand of troops and hundreds of armoured vehicles, but instead perhaps several hundred men and a couple of working tanks. Theres no oil supplies, so units have to ferment alcohol and engines are converted to run on this alternative fuel. Logistics is a real problem. Disease and radiation hot spots are rife. The game is skill-based (not level and class-based like D20), and heavily military flavoured. The rules are very easy to learn, fairly realistic, and very fast paced. There are also alternative timeline source books - Merc 2000 and Special Ops, in which the world doesnt go to nuclear exchange, but is instead a boiling pot of low-intensity conflicts, and players can play out mercenarys. This gives you the ability to have a good logistical backing, and you can really play with all the cool weapons to blow things up :) There is a D20-based version of Twilight in the works, but personally, I'm not in the least bit excited about it - if you wanted to play that version, you'd have to buy the Twilight D20 rules, plus T20 Traveller rules, and of course your D20 Core rulebook (DnD PHB or D20 Modern or Star Wars - I assume you've got at least one of those already :) ). [/QUOTE]
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A new Twilight:2000... how would you do it?
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