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Future Modules
Posted: Fri 12 Nov 2021, 02:51
by Heffe
Super excited to have received my copy the other day, and just finished reading through both the Player Handbook and Referee Manual. Love the various nods to the original btw, such as "referee", the playing card system being switched over for encounters, etc.
One thing I did notice however, was that in a number of locations in the book, it's mentioned "this area will be discussed more in a later module", or something to that effect. I counted probably at least 5 or 6 of these statements as I read through the book. That seems like a fair amount to cover in future modules, and so I was wondering, is there an FL module roadmap developed for Twilight 2000, or something for referees to reference so that we know what kind of official reference material we might be able to get our grubby little hands on in the future? Working in retail, I can certainly understand not putting release dates on anything if you don't want, but if there's even a confirmed list of products that you all plan on releasing "down the road", that would be really helpful to myself and a lot of the other refs out there.
Thanks for your help!
Re: Future Modules
Posted: Sat 13 Nov 2021, 22:26
by Mr Oldtimer
FL has been quite secretive with what they plan on releasing for the various games before. They are, however, talking about the near future in their videos on Youtube. As of the last one (at least the last I caught) where they talked about T2k, Thomas mentioned an "Urban operations" supplement being worked on as of now and next up would be about water, like rivers and lakes. These would be much like "Free city of Krakow" and "Pirates on Vistula river" from 1 ed but more general in location, meaning you could place scenarios wherever you want. I do not know how long it will take till they hit the shelves but look at their releases for the other games, it might serve as an indicator of sorts.
Re: Future Modules
Posted: Sun 14 Nov 2021, 00:09
by Fenhorn
The first expansion (Urban Operations) will be a boxed set (because it will contains more than just the new book like maps, counters and cards, etc.). They will reveal more of this later this year or early next year. Their aim is to have it released mid next year. Chris Lites (the setting writer) is already writing the 2nd expansion. Tomas talk about this in the T2K overview stream they did on YT.
Re: Future Modules
Posted: Mon 15 Nov 2021, 20:39
by measuredrums
And also don't forget, the 'Black Madonna' adventure that was a Kickstarter Stretch Goal is also being worked by Frank Frey (the author of the original GDW version for 1st Ed. T2K) for a future release as well (although, Tomas eluded that that may not be until after the other two planned expansions are released, unfortunately).
Re: Future Modules
Posted: Mon 15 Nov 2021, 23:44
by Ursus Maior
I'm super excited about Black Madonna. Though, I hope the revised edition will drop the supernatural aspects of the original.
Re: Future Modules
Posted: Tue 16 Nov 2021, 01:04
by Mahatatain
I'm super excited about Black Madonna. Though, I hope the revised edition will drop the supernatural aspects of the original.
I always read those as optional and that the suggestion was that the GM should imply them without anything supernatural really happening. Essentially make the players wonder if the game had taken a supernatural slant without it doing so.
Re: Future Modules
Posted: Tue 16 Nov 2021, 02:40
by Heffe
All great to know. Urban Operations sounds excellent - I'll for sure be picking that one up.
One thing I noticed was that in the box set, there's a general lack of information about what's happening in other countries during WWIII. Specifically, countries in the far east are almost entirely excluded (unless I somehow missed a lot). Do we know if this is something the team is thinking about creating a module for in the future, or is FL relying upon fans to fill out more of the background on countries not specifically mentioned in the existing box set?
Re: Future Modules
Posted: Tue 16 Nov 2021, 11:48
by Ursus Maior
I'm super excited about Black Madonna. Though, I hope the revised edition will drop the supernatural aspects of the original.
I always read those as optional and that the suggestion was that the GM should imply them without anything supernatural really happening. Essentially make the players wonder if the game had taken a supernatural slant without it doing so.
I think that was the implication, yes. And maybe some GMs like that. For me it would be nice to give a GM ideas how to present it in such a way, but also leave room for a more science-based explanation of events. I know my players might pick up on it and would want to know what's going on.