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Twilight 2000 rpg
Twilight 2000 rpg












twilight 2000 rpg

But it was where my love of the post-apocalyptic setting was established, and I was already lurking on Twilight 2000 fora when news of the new edition hit. We didn’t follow all the rules (which are complex and old fashioned), and back then I already found the skill system and character creation rules annoying, because it was impossible to make a young and skilled character. My first experience with the setting was in 8 th or 9 th grade, where we would play the 2 nd edition at my friend Tonny’s house. I should say that this is the 4 th edition of the game.

twilight 2000 rpg

Given that it is an Alpha version, the final version of the game will obviously differ from how I describe it here, and there is content clearly left out, like more locations for the characters to visit, rules for making a base and the experience system to a name a few. It won’t be a game for everyone, but it would be great if the audience could grow. I got access to the Alpha-version as a Kickstarter backer, and I will in this article give an overview of my initial thoughts, and maybe convince you to check it out, or give fans of the old version a few insights. They remind me of Hermann’s excellent Jeremiah comics. They added that sense of the setting being in a gritty, worn real world. One of the parts that made me love the 2nd edition of the game was Tim Bradstreet’s atmospheric pencil illustrations.

  • Alien RPG players, who want more crunch for combat in Alien, can get a lot of ideas from this game.
  • If you enjoy movies like Black Hawk Down, Fury, Apocalypse Now, Mad Max etc.
  • If you want to explore very human emotions, conflicts and scenarios.
  • If you enjoy alternate history and the Cold War.
  • If you enjoy more down to earth RPGs with some crunch.
  • The game system has the right level of abstraction versus crunch (to my taste), the design seems very well executed and the art and layout are excellent.

    twilight 2000 rpg

    I would very much enjoy to play or run it, and it is currently tied with Alien as the game I would most like to run for my next campaign (after I finish my now four years long D&D game). In short, I think they’ve done an excellent job adapting their ruleset to make an intense game about humans and survival in a scary and hard future. This is the premise of one of my old role-playing loves, Twilight: 2000, a World War III post-apocalyptic game in a future that never was, now being republished by Swedish Free League Publishing, using another custom version of the Mutant Year-Zero ruleset. How the hell are you going to escape the advancing Soviets, let alone get home? And an ol’ beat up truck nicknamed Hauler. It is just you, the sarge, a befuddled lieutenant you dragged out of a fox hole yesterday, Ramirez and her SAW and a local Polish kid, who had been running errands in the company. The 5 th US Mechanized Division is no more. The last message you hear on the radio from the battalion HQ is: “You’re on your own now.” Then it’s just static.














    Twilight 2000 rpg