[Game a Day 15] Twilight 2000, First Edition

HellHound

ENnies winner and NOT Scrappy Doo
Yeah yeah, it's a week late. Sue me already.

T2K was the first purely military RPG I was ever introduced to – a game where all PCs are members of a military organization, and are soldiers trapped behind enemy lines after the collapse of a spearhead offensive deep into Poland during world war III.

The game immediately caught my interest because of the serious length and math involved in character generation, while still remaining fairly simple AND well balanced for a game that uses random die-generated ability scores. It also caught my eye because of the pencil-sketch artwork that graced the cover of the rules booklets inside the boxed set as well as the interior pages.

And what a boxed set it was. Two rule books (player and GM), a map, some TOP SECRET reports on enemy troop movements, a booklet of nothing but game rules charts and tables, and another of nothing but price lists and descriptions of goods, and yet another with character generation rules overviews, skill lists, and language charts, plus the character sheets – one sheet for rolling up characters, and another for actually recording the information once the character is finished.

The setting of the game is an alternate future (now an alternate history, since we are well past Y2K), where World War III started on both USSR fronts - first with China, and then with NATO when Germany united while Soviet attention was focused on the Eastern front. The war escalated into a series of limited nuclear exchanges – at first against tank formations in Asia, and then against the occasional urban target on other fronts, and even a very limited exchange with the U.S. However, the nuclear exchanges and extended fighting, combined with complete devastation in the Middle East, result in a near complete destruction of all petroleum fuel sources. Suddenly, WWIII is being fought by tank battalions that have to stop and distil their own ethanol fuel while on the move. The breakdown in communications and civil structure result in military units moving into a cantonment-style of living – advancing and fighting during the spring and summer, and moving into towns and cities in the fall and winter to harvest crops and weather the winter.

The game begins when the last major advance of NATO forces under US command is cut off and destroyed outside of Kalisz, in Poland. Seems the Soviet forces have managed to get enough fuel to their tank divisions to move a large number of them from the Eastern front to the NATO lines, and they catch the NATO forces by surprise, cutting off retreat and leaving a few small independent units left as they shatter the main thrust of the offensive.

Players roll up military service characters and start out as stragglers from this battle, and must escape fro the vicinity of Kalisz in order to survive. Character generation, as I lead on about above, is done through random stat generation followed by a point-buy skill purchase, wit the number of skill points (and the amount of money you start with to equip your character) being inversely related to how good your stats are. Good stats = very young with no experience or stuff. Crappy stats = older character, lots of skills, more gear. In fact, I liked the character generation system enough that I must have rolled up a hundred and fifty different characters over the years, at the very least.

One of the interesting effects of the chargen is that the average group of 4-6 players will have a LOT of gear when they start up. More bullets, grenades, rockets and stuff than they will know what to do with. So you strap it all into trailers and stick it on the outside of your vehicles and roll. This seems to suit the feel of the beginning of the game, as the players have the opportunity to effectively loot a large amount of military hardware before being told to try to return home on their own.

And it leads to what is usually one of the first events in the game, after a firefight or two. The first vehicle break-down. So, you are on the run from a major military presence, trying to make as much distance as possible, when your LAV-25 breaks down in some farmer’s field in the backwaters of Poland. The options are either to stop and try to fix it by jury rigging (not a good idea early in the campaign, when you are close to major troop concentrations), or ditch it and double-up in the other vehicles. And suddenly you find yourself leaving a LOT of your cool starting equipment behind in that broken down LAV.

As a game based around military conflict, there is an obvious bias of the rules being about conflict and conflict resolution systems (ie: combat), but since the players will often be on the move from town to town, a simple system of determining NPC motivations is also given using a deck of playing cards. It also doesn’t take long for anything but the largest group of characters to realise that they have to deal with the local populace in order to survive or return home or accomplish whatever other mission they give themselves – they will need food, ammunition, fuel and help along the way.

The game system is percentile driven, with skill checks either being against the skill %, or doubling or halving the skill based on the difficulty of the check. One of the oddities about the system for many players is that the small arms combat system uses ‘shots’ instead of bullets, where a ‘shot’ is roughly three rounds of ammunition spent. This makes for simpler combat book-keeping and also some confusion over assault rifles with only 10 shots and the venerable 1911 .45 ACP sidearm only having two ‘shots’. The combat system scales fairly well, however, from townfolk with Makarovs up to the level of tanks shooting at each other, all using the same system.

The combat system, after one or two test runs, is very simple and fast. In fact, the majority of the time we spent playing the game was on two tasks. The first was roleplaying interactions with locals, trying to acquire their trust to allow us to hide in barns as the soviet tank battalion rolled through town, trying to negotiate fair prices of weaponry (which there is an overabundance of in post-war Poland) versus cheese and bread (which there is nowhere near enough of). Never before or since have I played a game where we traded a collection of 12 state-of-the-art German assault rifles with ammunition in exchange for 12 dozen eggs, three wheels of cheese, and four dozen loaves of bread. The second was logistics – figuring out how much we could carry, where to carry it, and what to leave behind. We routinely had to leave ‘caches’ of equipment behind as we travelled, and of the two times we went back to get them, once the cache had already been ransacked by the locals. We also got to see that old LAV-25 we left behind on the second day out of Kalisz again a few months later, as the field command unit of a local warlord we were trying to usurp in order to help the village we were hiding in because the warlord was trying to take half of their harvest that year (and we were willing to take him on for only one quarter of the harvest and the goodwill of the citizenry).

The game had a large series of modules written for it, a campaign tracking a group on their way home – first through some major cities in Poland, and then on a boat, then recomissioning an old train to cross to Germany where the last boat is leaving shortly to bring soldiers back home to the US. Later adventures were set in the civil unrest of a post-war United States.

There was another edition of the game, very different from the first edition, that I’ll probably cover another day.
 

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I still have that boxed set and most of the published modules. I remember we played for a relatively short while, before my players lost interest. It may have been because the setting was so grim and downbeat, or that I ran the game that way.

The modules were generally pretty good, and the covers were often striking. Later modules got into some fairly odd situations - Satellite Down dealt with the group recovering a downed satellite from which weather info could be gleaned (which struck me as being a very unlikely occurence), and The Last Submarine trilogy was an interesting, almost world-spanning campaign. I seem to recall that some of the sea battles could be played out using GDW's Harpoon, their warship combat simulation game. Speaking of sea battles, there was one where an actual tall (sailing) ship was involved - Gateway to the Spanish Main.

My favorite supplement for Twilight: 2000 was Twilight Nightmares. It was a collection of odd encounters and adventures, most of them scifi in nature. It deals with robotic tanks, UFOs, genetically altered/enhanced animals and insects (dinosaurs included), and even alternate dimensions. They are done with GDW's usual attention to realism, though, so they don't really come off as "wahoo" in nature.
 

Just thinking about that game brings back some very tactile memories. I learned about that game during a VERY COLD Southern Winter (complete with snow!) in a drafty Antebellum house of a fellow gamer's family, hot chocolate on the table, me and two other buddies each in throw-blankets, reading through the books and trying to figure out how to make a character.

I loved the grenade-fishing rules, and the talk of portable distilleries, converting Deuce-and-a-halfs to ethanol (and how far they'd run compared to gas), and scavenging for supplies!
 

Loved that game. I have run and played "Krakow" many times and not two times were the same. In my favorite, it became a very cloak and dagger game of espinage with the KGB. Everything was going fine till one of us said the wrong things to the wrong person. Within 24 hours, all our contacts were dead, the city was on fire, we were at war with Krakow, and the KGB had stolen Reset an the helicopter and fled. We later caught up to them later in Warsaw and got revenge before leaving for the US.

In every situation where we had to leave a place, it was always because we'd pissed off the local everyday people. We almost always found a way to do that by giving to the KGB too much info by mistake, refusing to share our stocks of medical supplies, or re-introducing heroin to NYC. We may have been a godlike elite combat unit but we still had to get food from someplace and sleep sometime.

Even today the game draws criticism for both being too deadly and too survivable. Some people refuse to play because you can survive being in a tank that isdestoryed by a tow missle while others refuse to play because a random piece of shrapnel to the face could kill your character outright. Overall, I think it did a good job of presenting modern combat as deadly but in a playable system.
 


This was one of the defining games of my high school years. I liked it so much, a couple of years back when I saw two sets for sale used at a local game store, I bought 'em both without checking if there was anything in the boxes. Got lucky there - not only did both have complete rulesets, one box had a couple of adventures and the other had the 2nd edition small arms supplement. Good times.
 

Ah, T2K, how fondly I remember you. My friend Daniel, a huge military buff, introduced our group to this game. The others didn't really like it, but I did, because the staggering amount of detail fed into my obsessive personality. Like HellHound, I spent huge amounts of time just rolling up characters, gearing them up, and optimizing what was loaded on which vehicle.

Daniel was also a miniatures wargamer, and he had this sweet diorama mounted on like a 4-ft. X 10-ft. piece of plywood. There were hills, trees, a river, roads, some bombed out buildings... we would carefully place the little tank miniatures and then crouch down and squint past their tiny turrets to see if they had line-of-sight to a target. Then we'd use the T2K rules to see what happened, and use some thinned-out cotton balls to simulate puffs of smoke on the battlefield. I can distinctly remember one of my tanks that I foolishly drove into a horrible position where it got hit by four shots in one round... and survived!

T2K was also the source of one of the funniest gamer-humor incidents of my life. I was reading the character generation rules, and there was a comment to the effect that because of vehicles breaking down all the time, skilled mechanics were worth their weight in gold.

"Does that mean," I asked Daniel, "that I can sell my character and get rich?" :D
 


I never played a Eupopean campaign but I did play when a GM I played under ran a game based on the movie "Red Dawn". The PC's were HALO dropped into Oklahoma to work our way into occupied Texas undetected to train and organize the resistance there.

Awesome memories!

I also was lucky enough to purchase the computer game. The game wasn't the greatest but you could create your character within the game and then print it out for use in a pen & paper game. My very first computerized character generator.

Quicklink Interactive was supposed to come out with a d20 version after Traveller T20 came out. I wonder whatever happened to it.

You can buy the 1st edition rules in print at this site:

http://www.farfuture.net/ffe/n9000.htm

I believe DriveThruRPG.com carries all of the old supplements in PDF format.
 
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Not only was it a fun game, but it was the only game which made it easy to learn the names of the different countries in the U.S.S.R., which came in useful during trivia contests. PLaying in the middle east was interesting since there was still a good amount of fuel, and the U.S. military was still a cohesive force.
 

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