[Alpha] Default Campaign Start Feedback
Posted: Wed 02 Dec 2020, 14:45
Hello fellow Twilighters,
Firstly, thanks to Free League for bringing Twilight 2000 back to life. I absolutely love the look and feel of the Alpha, the art and design in the pdf's is really atmospheric while having a slightly retro feel to it, and it certainly succeeds in introducing the game as more of a survival game, different from the standard fantasy rpg fair, and not just a soldier sim.
I cant wait to run/play Twilight, if i can build a group to play with.
All rpg's require a suspension of disbelief, and i have no particular concerns with the world building timeline being accepted by players who will just want to get on with the game.
However there is one thing that has struck me.
The default campaign start is described as being somewhere around Kalisz, which is in the western quarter of the main map. NATO based players will more than likely just want to head west to get back to safer territory and friendly forces. This effectively wastes three quarters of the available map area, and will put the idea into the players heads subconsciously that the objective is to get off the western edge of the map.
To make better use of the map area, i think immediate western travel needs to be restricted, or at least not the obvious direction of travel, and the start point needs to be fairly central on the map.
To achieve this i would start the players in the Opoczno area, remnants of a southern Lodz encirclement/recon attempt, with blown bridges west of them, and add into the 5th ID Operation Reset handout something about the last chemical weapons being expended by both sides on the axis Lodz-Czestochowa.
Whilst the map in this handout is excellent for an overview of the plan, i think it would be advantageous to include a second hand annotated version showing the "reality", a Soviet pincer counter attack from Lodz-Kalisz before momentum and unit integrity broke down completely on both sides.
This would hopefully give the players a better starting mentality, understanding the total intermingling of the remnants of all sides forces and the effective negation of "sides" as a functioning entity.
Rumours and news taking the players in any direction other than west would then be more likely to be investigated rather than discarded out of hand.
What do you think?
Firstly, thanks to Free League for bringing Twilight 2000 back to life. I absolutely love the look and feel of the Alpha, the art and design in the pdf's is really atmospheric while having a slightly retro feel to it, and it certainly succeeds in introducing the game as more of a survival game, different from the standard fantasy rpg fair, and not just a soldier sim.
I cant wait to run/play Twilight, if i can build a group to play with.
All rpg's require a suspension of disbelief, and i have no particular concerns with the world building timeline being accepted by players who will just want to get on with the game.
However there is one thing that has struck me.
The default campaign start is described as being somewhere around Kalisz, which is in the western quarter of the main map. NATO based players will more than likely just want to head west to get back to safer territory and friendly forces. This effectively wastes three quarters of the available map area, and will put the idea into the players heads subconsciously that the objective is to get off the western edge of the map.
To make better use of the map area, i think immediate western travel needs to be restricted, or at least not the obvious direction of travel, and the start point needs to be fairly central on the map.
To achieve this i would start the players in the Opoczno area, remnants of a southern Lodz encirclement/recon attempt, with blown bridges west of them, and add into the 5th ID Operation Reset handout something about the last chemical weapons being expended by both sides on the axis Lodz-Czestochowa.
Whilst the map in this handout is excellent for an overview of the plan, i think it would be advantageous to include a second hand annotated version showing the "reality", a Soviet pincer counter attack from Lodz-Kalisz before momentum and unit integrity broke down completely on both sides.
This would hopefully give the players a better starting mentality, understanding the total intermingling of the remnants of all sides forces and the effective negation of "sides" as a functioning entity.
Rumours and news taking the players in any direction other than west would then be more likely to be investigated rather than discarded out of hand.
What do you think?