Twilight: 2000 is a roleplaying game about survival in mankind’s most desperate hour. In the year 2000 of a history that took a different turn from our own, the world is ravaged by war.
Yet, in this very bleak world, there is still hope. Mere survival is not enough. In the midst of utter destruction, you can start to build something new. Rally more people to your ranks. Stake a claim and protect it. And maybe, if you live long enough, start turning the tide.
Initial review: I havent played it yet, but love it already. Fantastic dystopic setting.
Follow-up: I wish there were summary tables that describe the basic processes. For instance, the basic action, which is described starting from the page 45, could be summarized as follows: - GM defines the required skill and difficulty - is it an individual or group action & who will do it - someone helping or not + related rolls - initial roll, remember to apply any specialties - optional pushing rolls (ammo dices also if relevant) - summarize the ”crosshairs” and ”explosions” - apply impact to damage, stress and reliability - action outcome - incapacitated or not
Perhaps this is included in the screen that I will receive next week?
I'm a Kickstarter backer for this RPG. But that out of the way, this is a good one. The 4th Edition refreshes the classic post nuclear apocalyptic World War 3 RPG to modern ruleset that mirrors the setting in game mechanics. It respects the simulationist old editions but thankfully abstracts a lot of the crunchy bits.
The world in the core books is Poland or Sweden in the year 2000 after and during the World War 3 we feared until the 90s. In this timeline, it really happened. The civilization is in ruins. Player characters and stories you will tell and experience are not limited to military fiction. Civilians are there, trying to continue whatever life can be after the war.
The game uses a version of Mutant: Year Zero rules. Based on the book it is a sandbox hexcrawl with random generators supporting the GM (or Referee, called the same as it was in the old editions). In practice rules are quick to use and don't require doing maths.
Most importantly, rules equals setting. Examples: Scarcity is an issue after years of nuclear war so resources (water, food, rest, ...) are tracked and lack of these effects characters. Surprise, initiative and Coolness Under Fire are major factors on how a combat conflict will proceed.
An intriguing set of roleplaying rules, well-written and beautifully presented, but I think the post-apocalyptic, highly militarized setting might be a bit too dreary for most RPG players.