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Review of Twilight: 2000: You’re on Your Own, Good Luck
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<blockquote data-quote="Grendel_Khan" data-source="post: 8516849" data-attributes="member: 7028554"><p>P. 37 of the Referee's Manual.</p><p></p><p></p><p>Seeing as most of the Tech rolls you make related to vehicles are to keep them running or fix them when they break down, I'd assume that's a bonus to general repairs and maintenance. It's similar to how some games abstract tools, or make some items a one-time bonus (like in The Between or many Forged in the Dark games), even though in a strictly simulationist way that doesn't make sense. The alternative, after all, would be to blow out the word count, make tables unwieldy, and have lots of subsystems tied to various types of tools. Some like like a tire iron is just a suggestion, a narrative nudge. And if a player said they want to use the tire iron to add armor to a car or something, you can just point out that it doesn't make sense, and move on.</p><p></p><p>I know we all know how to GM and how to say no. I just think it's important to meet a game where it is, and specifically in what it's trying to do. This version of Twilight 2000 is trying to avoid sweating all of the small stuff, or falling into simulationist rabbit holes. It's on a slightly more narrative, story-game-ish wavelength. One of the biggest pitfalls of survival-based games, in my experience, is when they become an arena for dueling armchair expertise--folks trying to apply lots of real-world, out-of-game knowledge to the situation. Worse still, some games with a survival focus bury you in rules based on the authors' own supposed expertise. And previous T2K editions, intentionally or not, often fed into that dynamic, or at least didn't head it off. One of the things I really like about this edition, though, is where and when and how it zooms out and abstracts certain things. Like the fact that you make a Driving roll to see if you have a mishap during a given amount of travel time--it's not meant to be a literal test of your ability to keep the vehicle on the road. It's a more general, narrative mechanic, to see if something goes wrong. Likewise, a lot of the survival stuff is pretty zoomed out, but still needs to be tracked. Only to an extent, though. There's a certain amount of boardgamey-ness to this edition, which I wouldn't like in every setting or system, but I think works well to cut to the chase, which is when you have to interact with other humans. Everything between those interactions, to me, is just about what sort of state you're in--what your current priorities and goals are, as well as your physical condition--when it's time to talk, fight, negotiate, etc.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8516849, member: 7028554"] P. 37 of the Referee's Manual. Seeing as most of the Tech rolls you make related to vehicles are to keep them running or fix them when they break down, I'd assume that's a bonus to general repairs and maintenance. It's similar to how some games abstract tools, or make some items a one-time bonus (like in The Between or many Forged in the Dark games), even though in a strictly simulationist way that doesn't make sense. The alternative, after all, would be to blow out the word count, make tables unwieldy, and have lots of subsystems tied to various types of tools. Some like like a tire iron is just a suggestion, a narrative nudge. And if a player said they want to use the tire iron to add armor to a car or something, you can just point out that it doesn't make sense, and move on. I know we all know how to GM and how to say no. I just think it's important to meet a game where it is, and specifically in what it's trying to do. This version of Twilight 2000 is trying to avoid sweating all of the small stuff, or falling into simulationist rabbit holes. It's on a slightly more narrative, story-game-ish wavelength. One of the biggest pitfalls of survival-based games, in my experience, is when they become an arena for dueling armchair expertise--folks trying to apply lots of real-world, out-of-game knowledge to the situation. Worse still, some games with a survival focus bury you in rules based on the authors' own supposed expertise. And previous T2K editions, intentionally or not, often fed into that dynamic, or at least didn't head it off. One of the things I really like about this edition, though, is where and when and how it zooms out and abstracts certain things. Like the fact that you make a Driving roll to see if you have a mishap during a given amount of travel time--it's not meant to be a literal test of your ability to keep the vehicle on the road. It's a more general, narrative mechanic, to see if something goes wrong. Likewise, a lot of the survival stuff is pretty zoomed out, but still needs to be tracked. Only to an extent, though. There's a certain amount of boardgamey-ness to this edition, which I wouldn't like in every setting or system, but I think works well to cut to the chase, which is when you have to interact with other humans. Everything between those interactions, to me, is just about what sort of state you're in--what your current priorities and goals are, as well as your physical condition--when it's time to talk, fight, negotiate, etc. [/QUOTE]
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