My new system: TWILIGHT

s/LaSH

First Post
I'm very excited. I just posted the demo rules to my homebrew Twilight system. I would be honoured if you would check them out.

Why should you?

- Twilight has a unique tactical approach to combat. Everyone's much more engaged in matters, and defense is really important, because if you make a mistake, you stand a good chance of dying.

- Solid rules for every situation. If you can't do it with Twilight, I want to know what you can't do and how it got by me. I won't browbeat you with obsessive detail, because that's no fun, but rules are there.

- Point-based character creation. While it does involve multiplying numbers, and at one point you'll have to divide by 5, it's fairly clearly spelled out and you can create a surprising diversity of characters. (Although the thief that walks through walls can't be done in this demo release, it's perfectly possible in the full rules.)

- No stupid conventions like yet another word for GM and PC. Heck, I don't even assume you know those.

- There's one resolution mechanic. Roll a number of d6s, count the number that succeed (how do they succeed? Check the rules!), oppose your opponent's roll (if any).

- The system is supposed to be universal. The bits I've left out of the demo release contain rules for just about any sort of power and racial characteristic (it is quite possible to design a character who is a tree that shoots acid).

- You can win a fight simply by shouting at your opponent.

- Tutorial section. Grab some dice and read through it if you don't quite get the hang of the system.

- There's a D&D conversion section which should let you interface or convert characters to and from Twilight. No magic or funky racial abilities in this demo release, but if this proves popular I'll look at bringing out the other bits.

- Handy reference chart at the end - want a one-line summary of an ability? Hit 'end'.

- And I've been working on this for seven years. I'd like some feedback on the matter (here if you like). Is it as good as I seem to think?

Why shouldn't you?

- I made the page in Word. So it's horrible, horrible html. That shouldn't bother you until you reach the tables, and they're pretty easy to understand anyway.

- Some of the rules are a little clunky (like the shooting into a crowd subset of cover rules), but the rest should tumble along at decent speed.

- A lot of the rules focus on combat. I decided that I didn't particularly want to make rules for tea-parties or long-term architectural investment. You'll just have to use your imagination.

- It's not currently optimised for large fights. Savage Worlds probably does that better. Twilight is about tactical choices.

- I don't have a character sheet. You'll have to write things down yourself. Sorry.

- There's no Combat chapter. All you need to know about combat is listed under the relevant skills, or right after where it describes damage. If this confuses you, you have my pity.

- It's 64 pages long.


So what do you think? Am I insane, or do I have something here?
 

log in or register to remove this ad


That depends on how you play the guitar.

You wouldn't get any sort of bonus for the name (although if you want to attribute a high ability to intimidate people to the name, go right ahead - it's not the cause that matters, it's the effect). As a human, you don't have to buy any racial abilities unless you want to (and you can't under the demo anyway), so good choice there.

As a bard-type character, I'd imagine you'd take high Appearance (to look cool) and high Presence (to captivate people's attention) attributes, and put as much skill as possible into Command or Command (Perform: Acoustic Guitar).

With just those abilities, Andre would be very good at the following:

- Distracting people, using his coolness to avoid damage and create openings in combat, and getting people to look at him.

- Rousing the troops before battle and keeping them brave in the face of adversity.

- Inspiring awe and fear in his foes, with a good chance of sending them running in terror or submitting to his will.

- Playing the guitar.

In addition, he'd probably be at least average in terms of fitness and intellect, making him not too slow, and capable of tending to wounds with a modicum of proficiency.

I wouldn't classify Andre as front-line combatant, but he'd be capable of staying alive in a fight (for a while, anyway) and would be extremely useful in a support role thanks to his ability to remove fear in his comrades or inspire fear in his foes.

Does this sound about what you had in mind?:D
 

One question, up front: Why the name, "Twilight"?

Myself, I've thought of publishing my own house rules (which are much closer to 3E D&D than yours are, but are still quite extensive). But I cannot seem to come up with a good name for them.

For the past couple of years, I've been working on, play testing, and refining my house rules. I originally called them "Arms & Armor", but now there is a 3rd-party d20 book out with that title. (The book, however, is more an equipment guide than it is a set of "house rules".)
 
Last edited:

Why Twilight?

Long story short: It started out describing a world I'd made called Skyrust. Then as it got more involved I tied it into the world of a character called Nocturne (not because he was angsty and stuff, but because he started off at night). So it got called Nocturne. Nocturne needed a calculator to play, however, and that wasn't good. I decided to revamp the system and bring it down to a mere mortal level of play - the logical iteration was Twilight. If I iterate the game philosophy again, I'll call it Dawn or something, but Twilight serves all the design goals I set during development.

I haven't seen anyone else using the name. If they have... well, there's always the Shorter Oxford English Dictionary (the two volume edition) or other assorted Words in this House of Books. Uhta?
 

s/LaSH said:
Why Twilight?

I haven't seen anyone else using the name. If they have... well, there's always the Shorter Oxford English Dictionary (the two volume edition) or other assorted Words in this House of Books. Uhta?

Twilight 2000 was published by the now defunct Game Designers Workshop. If I remember correctly, 3 editions of the game were produced. The RPG was set in the aftermath of World War III, but it was not a post-apocalyptic game. The game system (in it's final edition) was compatible with Dark Conspiracy and Traveller: The New Era. Never played Traveller: TNE, but we played both Twilight 2000 and Dark Conspiracy for a few years.
 
Last edited:


tburdett said:


Twilight 2000 was published by the now defunct Game Designers Workshop. If I remember correctly, 3 editions of the game were produced.

In the realm of similar titles, there's also Midnight (FFG's new d20 setting) and Dusk (a hosted setting here on EN World), as well as Twilight Imperium (a boardgame and RPG, also from FFG).

In terms of other RPG products (not games in their own right), there are several others -- Castebook: Twilight (for WW's Exalted) and Project Twilight (for WW's Werewolf), as well as some older titles.

I find The RPG Index (http://www.rpg-index.com/) to be good source for this kind of info. Here's a link to the <a href="http://www.rpg-index.com/searchproduct.php?keys=twilight&keyfield=name%7Csearchkeys&position=0&order=TPRODUKT.name&orderasc=1&wyrdling=4233&defend=Thalendar&attack=" target="blank">product search results for "twilight."</a>

I don't think Twilight is necessarily a bad choice (and your reasoning behind the name makes sense), but it might prove to be a problematic one. It does also tend to suggest something about the game (tone, mood, style, etc.) that -- based on skimming through the rules that you posted -- doesn't seem to be present.

The rules themselves are quite interesting. If this thread is still up and running when I'm done reading them, I'll have more to say about it later -- but it looks like good work. :)
 

Hm. Twilight 2000 I should have remembered. Elvish, while cool, restricts it in scope - what if someone wants to play Darth Vader under the system? That would feel awkward. Haiiro - some good points, and the RPG Index reference is cool.

The implications of the name Twilight are interesting. I have a sort-of idea for a patchwork 'default' setting, purposefully very vague so you can play mutant turtle ninjas or great necromancers in the same party. The basic idea would be a sort of 'shattered world' with floating continents in layer upon layer, so the people down the bottom would live in the dark a lot. Plus, adventurers don't tend to spend their time hanging out in sunny boulevards. The tutorial section gives a brief look at one part of this 'twilight' realm, the oceanic city of Towerford. It's a lot more blue-collar than scary, though.

I'll probably stick with Twilight for now. If pressed, maybe something like Tactical Universal Role-Playing System?:cool:
 

TURPS could work but then you might get that confused with those who like GURPS, and you can't use JAGS (Just Another Game System) because that's already taken...

From a brief glimpse it looks cool, I will also give more feedback later after I read the rules.

It's good to see somebody working on another game system. And I have to mention because you mentioned it in your thread, but Savage Worlds is a pretty slick game and moves very very fast compared to D&D3e from what I have discovered so far.
 

Remove ads

Top