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  • twilight 2000, 2013


    Alex de Large
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    Im becoming reinterested in a game of twilight 2000 locally here.  I was considering GM'ing a series based on ...

     

    well im not going to go into it really.  I dont even know if anyone knows what im talking about.

     

    Basically im posting to see if anyone is familiar, and/or has resources i can purchase.

     

    I am a huge fan of the overcomplicated version of twilight 2000, 2nd edition.  I got online to look for modules and things and it turns out they made a new version in 2008.  Called Twilight 2013.

     

    For one, id like to know if anyone has played and can tell me what its like.  Secondly, im hoping someone bought the books and is interested in parting with them.  Also hopefully not because its a bad game, but because maybe they cant get a good group together or something :/.

     

    Alternatively id like to pick up 2nd edition books i dont have.  Let me know if you know what im talking about please.

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    I never played Twilight 2000 or 2013, but I know what you're talking about.  Unfortunately, I don't have any of those materials.

     

    If things don't work out putting together a group and you need a fix of pen-and-paper rpg, you are welcome to join our D&D group.  We meet in vent on Saturday nights and use a tabletop program with tokens and maps.  It is a lot of fun and everyone is very friendly and relaxed.

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    I ran a twilight 2000 campaign twice for quite some time, and had a ton of the modules.  I have no idea where most of that is now.  I really enjoyed that game, even if the system was occasionally quirky.  If memory serves, I think this was one of those games where you could chop a tank with your knife, it would just take forever. :-)

     

     

    I also bought twilight 2013, but have not played it yet.  I find the background, er, a tad unlikely in some places (I'll leave it at that), but then again any GM can get around that sort of thing.

     

    I haven't generated characters, but on the internet many people have praised the chargen system as being straight-forward.

     

    I love the combat system.  It is built around simulating modern firefights in a simple manner, trying to focus on things like initiative, pauses in combat, coolness under fire, and so on.  If it plays out as well as it looks, it will probably be my default system for any modern/sci-fi game I ever run.

     

    I also liked the skill system - the idea of difficulty numbers being consistent for all players, but the number of dice rolled going up as you gained skill is fantastic.  It really sets apart professionals from amateurs, something I believe is absolutely necessary in any modern/sci-fi game.

     

    As I recall, 2013 was a $20 pdf download. 

     

    -Jeff

     

    P.S. Btw, if I ever get the energy, I'll probably tie together some of my thoughts into a campaign called "Stargate 2013".  I will use the basic concept of gate travel, but the gate is found during the war and deciphered in the last few months when all is already lost and communication is broken.  So the people in cheyanne mountain are isolated and can't notify the remnants of the milgov or civgov that they have a working gate.

     

    As for what's beyond the gate, I intend to deviate from the series quite a bit.  I loved the series, but I don't think the details make the best gaming material in a Pen and Paper setting.

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