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In defence of Grognardism
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<blockquote data-quote="MGibster" data-source="post: 8364139" data-attributes="member: 4534"><p>This is a great post, Doug McCrae. You've done some research, presented us with a viewpoint many of us ( at least me) hadn't heard before, and given us a lot to think about. I missed out on <em>Twilight 2000</em> back in the day and hadn't heard of <em>The Price of Freedom</em> until sometime after 2010, but my friends and I did play a little <a href="https://en.wikipedia.org/wiki/Delta_Force:_America_Strikes_Back!" target="_blank"><em>Delta Force</em>:<em> American Strikes Back</em></a> circa 1987-88. I tried to get my friend to run a zombie scenario using Delta Green but he rejected it as being a stupid idea. We could have been ahead of the curve on the zombie apocalypse genre but he was too short sighted. </p><p></p><p></p><p>Personally, I think this criticism applies to just about every RPG that uses violence as one of its most basic means of conflict resolution. D&D likely wouldn't be nearly as fun if that orc cried out for his mother as he lay dying after being disemboweled by a particularly lucky player character armed with an axe. There are very few RPGs out there that really examine the full horrors of violence. What what makes <em>Twilight 2000 </em>different?</p><p></p><p>I guess the big difference with <em>Twilight 2000</em> is that it hits close to home in a way that perhaps a fantasy or science fiction game could not. I checked out the recent <em>Twilight 2000</em> Kickstarter and was surprised by how many negative feelings it conjured up for me. I don't find the game morally objectionable like Marcus Rowland did, but it conjured up memories of my father going to play war, of seeing tanks on the autobahn, and living in an atmosphere where I had some vague idea that my father and all my friend's fathers, and some of their mothers, were in Germany as a check against the Soviet Union. I came to the conclusion that I just couldn't have fun with <em>Twilight 2000. </em></p><p></p><p></p><p><em>Twilight 2000 </em>was game designed by Americans for an American audience. If I was a soldier stuck in Europe my first priority, aside from just surviving, would be to return home where my loved ones are. But I can see why it rankles some people and it's a great example of how some American work goes over like a lead balloon in other parts of the world.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8364139, member: 4534"] This is a great post, Doug McCrae. You've done some research, presented us with a viewpoint many of us ( at least me) hadn't heard before, and given us a lot to think about. I missed out on [I]Twilight 2000[/I] back in the day and hadn't heard of [I]The Price of Freedom[/I] until sometime after 2010, but my friends and I did play a little [URL='https://en.wikipedia.org/wiki/Delta_Force:_America_Strikes_Back!'][I]Delta Force[/I]:[I] American Strikes Back[/I][/URL] circa 1987-88. I tried to get my friend to run a zombie scenario using Delta Green but he rejected it as being a stupid idea. We could have been ahead of the curve on the zombie apocalypse genre but he was too short sighted. Personally, I think this criticism applies to just about every RPG that uses violence as one of its most basic means of conflict resolution. D&D likely wouldn't be nearly as fun if that orc cried out for his mother as he lay dying after being disemboweled by a particularly lucky player character armed with an axe. There are very few RPGs out there that really examine the full horrors of violence. What what makes [I]Twilight 2000 [/I]different? I guess the big difference with [I]Twilight 2000[/I] is that it hits close to home in a way that perhaps a fantasy or science fiction game could not. I checked out the recent [I]Twilight 2000[/I] Kickstarter and was surprised by how many negative feelings it conjured up for me. I don't find the game morally objectionable like Marcus Rowland did, but it conjured up memories of my father going to play war, of seeing tanks on the autobahn, and living in an atmosphere where I had some vague idea that my father and all my friend's fathers, and some of their mothers, were in Germany as a check against the Soviet Union. I came to the conclusion that I just couldn't have fun with [I]Twilight 2000. [/I] [I]Twilight 2000 [/I]was game designed by Americans for an American audience. If I was a soldier stuck in Europe my first priority, aside from just surviving, would be to return home where my loved ones are. But I can see why it rankles some people and it's a great example of how some American work goes over like a lead balloon in other parts of the world. [/QUOTE]
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