Twilight 2000 D20


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Twilight 2000 was incomprehensible to me. It took two hours to do the math just to create one character! Horrible. The Free City of Krakow module was kinda cool, but we couldn't figure out the rules enough to even run it. So we sold the game off at a loss, having never played it even once. I might give Twilight 2000 another chance if I knew it was d20 rules.

Come to think of it, I could never understand any rules GDW produced, like Dangerous Journeys or Space: 1889, despite the fact I really liked the settings. :(
 



Like any game it all depends on what you are interested in. The main problem with games set in the modern era or near future games is the timeline may not tie in with actual events....but who said you had to follow actual events. :)
 

I would love to see a d20 Twilight 2000 - it was a great setting, and it took forever to make characters because of all of the gear you bought in advance. Still, nothing like deciding if you should store several spare kevlar vests and helmets in the truck... :)

The main problem was that combats took a long time: new characters usually couldn't hit well, and expended loads of ammo. However, combat was pretty lethal with the location oriented hit rules, and headshots usually meant death.

We also spent lots of time trying to figure out how to get the requisite kg of food required per day :) Some of the day to day survival stuff you had to do might be have been too much detail for some, but it kind of added to the feel of the setting.

If there was a d20 Twilight 2000, I'd like to see the following:
- Streamlined combat system, perhaps pilfering from d20 Modern.
- Make it less gear oriented. Sometimes it felt like the stuff you had was as important as the character.
- having to forage the required amount food per day helped hammer in the setting, but the rules were a bit cumbersome. Something more streamlined in that area would be great.

Neo - Thanks for the link to FarFuture. I had no idea they were going to reprint the old material into large volumes, and I look forward to it.

Hmm...d20 Modern + Reprinted t2k material... :)
 

&nbsp&nbsp&nbsp&nbsp&nbsp Twilight: 2000 First Edition (released in 1984) really was math-heavy! :( Although a fun game, the vehicle-combat rules were almost impossible to run quickly and many rules aspects weren't in place yet (recoil rules, shooting while running, aimed shots vs. area burst, etc.). And the history portion in the beginning of the book ran from 1995-2000.

&nbsp&nbsp&nbsp&nbsp&nbsp Twilight: 2000 Second Edition (released in 1990) was a complete overhaul of the system, simplifying much of it (for the better, IMO) and changing the game from % rolls to d10 rolls - I was amazed at how quickly I was able to create a character after the marathon-session chargen of the First Edition. And the history in the beginning of the book changed to 1989-2000, so at least the first year of the history was already familiar to readers (it mentioned the Panama Invasion and the Gulf War).

&nbsp&nbsp&nbsp&nbsp&nbsp Twilight: 2000 Version 2.2 (released in 1993) was the final, and IMO the best, version of T:2000 to date (unfortunately, GDW went out-of-business three years later :( ). While not the overhaul that came between the first two editions, it polished up many of the Second Edition's rought edges, and changed the system from d10 rolls to d20 rolls. This time around, the writers of the history in the beginning of the book had the benefit of hindsight... 1989-1991 went exactly as it did in real life, while in the game's history, KGB's Alpha Team obeyed the Soviet coup leaders' orders in August, 1991 and stormed the Russian White House, killing Boris Yeltsin and his fellow rebels and restoring a Stalinist rule on the Soviet Union. Surprisingly, though, most of the rest of the game history ran similarly to the Second Edition's version - so basically, they took a point in history's past (by the time Version 2.2 hit stores), changed it, and thus created a "what-if" world whose history no longer needs revising but instead simply becomes a different dimension (similiar to the "What if the Germans had won WWII?" or "What if the Roman Empire had never fallen?" type of settings). :)

&nbsp&nbsp&nbsp&nbsp&nbsp But I do agree that until GDW developed one house-rule system for all their games, it was annoying how each of their games had great settings but different game-systems from one another.


-G


P.S. = The Dangerous Journeys system (of which Mythus was based) also had character-generation rules that took forever, yet the game was surprisingly quick and easy once play actually started.

P.S.S. = 2300AD is essentially the Second Edition (and more complete version) of Traveller: 2300 (T:2300/2300AD is set in the T:2000 universe 300 years later... it was not connected to the Traveller universe in any way), so a d20 game based on it should be d20 2300AD, not d20 Traveller: 2300. ;)
 
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