ReverendDak
Topic Author
Posts: 2
Joined: Sun 17 May 2020, 01:37
Location: Los Angeles
Contact:

More like TPK: 2000

Sun 17 May 2020, 03:39

I loved this game, never bought into the later editions. I remember the character generation was top notch, flow-charts, long before Mothership.

First couple times playing usually ended in a TPK in the first encounter. We didn't know what we're doing. Even though I was technically the GM, I made characters too and played along with everyone, and died along with everyone, the sandbox nature was unlike anything I ever saw, and at that point I was well experienced with D&D (holmes, bx, to Advanced) and tons of other games, GDW, West End Games, Hero/Champions, GURPS, and everything TSR. Back then we read, made characters, and designed stuff more than we ever played. But Twilight 2000 was a stand out.
 
User avatar
aramis
Posts: 735
Joined: Fri 14 Jun 2019, 20:34
Location: Oregon, USA
Contact:

Re: More like TPK: 2000

Wed 27 May 2020, 09:18

I ran a campaign of 1E back in HS. No TPK. It was brutal.

My players, mostly in NJROTC (as was I), all had a reasonable grip on rank and authority, and a reasonable sense of "war is bloody hell" as well as a fairly well shared belief that T2K was a more positive outcome than could be expected.

I've only run a couple 1-shots of 2E, and one of 2.2E. The d20 mechanic of 2.2 was not as good as the d10 one of 2.0. That's the largest single change of the 2.2... moving from 1d10 vs Skill * DifficultyMod to 1d20 vs (Attribute + Skill) * Difficulty Mod. But it was a hell of a change.

I never got into 2013. Marc Miller sent me a copy in PDF... and there was nothing there to excite me.
'
I hope the move to the YZE doesn't give in to the unplayable detail that many of the fans over on the FFE-owned TravellerRPG.com forums want. I like Aliens, and as is, Aliens could do much of it just fine, just add the needed vehicles.
—————————————————————————
Smith & Wesson: the original point and click interface...
If you need me to re-explain something, just ask.
 
Black Leviathan
Posts: 4
Joined: Fri 13 Nov 2020, 11:09

Re: More like TPK: 2000

Fri 13 Nov 2020, 11:58

We only got a TPK once, but we survived a lot of fights by pure stupid luck. I've lost track of how many times we Hail-Mary'd a missile into an APC with less than a 10% chance and hit or made ridiculous low rolls to spot ambushes.
 
Byrax
Posts: 1146
Joined: Fri 08 Jan 2016, 10:42
Location: Mythic North

Re: More like TPK: 2000

Fri 13 Nov 2020, 12:03

“ I hope the move to the YZE doesn't give in to the unplayable detail that many of the fans over on the FFE-owned TravellerRPG.com forums want. I like Aliens, and as is, Aliens could do much of it just fine, just add the needed vehicles.‘

Agree with Aramis here.
 
User avatar
Vader
Posts: 944
Joined: Fri 15 Nov 2019, 14:11
Location: The Frozen North

Re: More like TPK: 2000

Fri 13 Nov 2020, 12:40

Twilight: 2000 ... with abstract theatre-of-the-mind weapons range zones and magazines that last forever, unless you fail a stress roll...?

Not for me, thanks.

To me, that's suitable in a game that simulates a Hollywood movie world ... as, incidentally, ALIEN does ... but I feel the world in T2k is supposed to be something else. Something more. And hence, also demands a game system with a very different focus.

(If anything, I hope Andrew will be able to introduce some optional rules for more detailed weapons into the Colonial Marines campaign setting...)
Before you use the word "XENOMORPH" again, you should read this article through:

https://www.wired.co.uk/article/aliens-throwaway-line-confusion
 
JerryB
Posts: 24
Joined: Fri 27 Nov 2020, 02:28

Re: More like TPK: 2000

Fri 27 Nov 2020, 03:58

I ran 1E games for years starting in 1984. Never had a TPK, but had a few close shaves. I ran a homebrew 1-shot a few years ago for some of the guys that played it back then, and this was the first time we ever had a TPK. Admittedly it was tank-related, which was a new experience for them anyway... ;)
 
Nephron
Posts: 3
Joined: Fri 07 Aug 2020, 03:24

Re: More like TPK: 2000

Sat 28 Nov 2020, 02:11

Twilight: 2000 ... with abstract theatre-of-the-mind weapons range zones and magazines that last forever, unless you fail a stress roll...?

Not for me, thanks.

To me, that's suitable in a game that simulates a Hollywood movie world ... as, incidentally, ALIEN does ... but I feel the world in T2k is supposed to be something else. Something more. And hence, also demands a game system with a very different focus.

(If anything, I hope Andrew will be able to introduce some optional rules for more detailed weapons into the Colonial Marines campaign setting...)
You realize that thinking all that technical detail matters is Hollywood thinking? Combat is and always has been about perception, movement, and morale. Trying to simulate reality by focusing on the minor technical differences between two similar pieces of equipment is focusing on the thing that has the absolute least to do with anything. It is like thinking that differences in spoon shape is the key to simulating cooking properly. Just because there are a vast number of slightly differently shaped spoons isn't evidence that spoon shape will affect your risotto.
 
User avatar
Vader
Posts: 944
Joined: Fri 15 Nov 2019, 14:11
Location: The Frozen North

Re: More like TPK: 2000

Sat 28 Nov 2020, 14:43

Given that, I’d be willing to perform an experiment: you and I take positions at opposite ends of a 700m range. I have an M16A3 and you have an XM177. After all, they’re virtually identical — just minor variations of the same ArmaLite rifle, right? A spoon is a spoon is a spoon, right?
Then we’ll see who hits the other one first. :mrgreen:

But slightly more seriously, though: it’s in Hollywood that magazines can last forever, until Dramatic Causality dictates they run out.
YMMV of course, but I myself usually find that it is in real life that if I put 30 rounds into my magazine, it will quite frequently only say “bang” 30 times; more seldom 35, or 50, or 100.
Before you use the word "XENOMORPH" again, you should read this article through:

https://www.wired.co.uk/article/aliens-throwaway-line-confusion

Who is online

Users browsing this forum: No registered users and 4 guests