Skip to main content

Its Twilight 2000 but not as we know it………..

 ‘Day by day, I struggle to maintain not only my strength but my sanity. It's all a blur. I have no energy to write. I don't know what's right and what's wrong anymore…….’ 

Sometimes you come across a game that just appeals to you. It hits you in the gut and shouts ‘play me’. When I saw a fellow Grogsquad member offering a one shot of Twilight 2000 I was intrigued. For a few years I have been playing in a Twilight 2000 campaign (online) and started running a face-to-face campaign at my local gaming club (Bedford Gladiators – come along if you are nearby!). T2000 is a Free League game (at the moment..) set in the WWIII that never was, it’s a post-apocalyptic world with little in the way cheer and hope. The FL version is the 4e’d. It really is designed for campaign play…..

Here’s why….

It seems to be considered quite ‘crunchy’ in comparison to most RPGs nowadays, but for me that is part of the appeal. A key component of the game is its relentless attrition. When playing you must keep track of your food, water, ammo, radiation levels, stress and hits. Armor ablation – yep. Rules for starvation and dehydration – yep. Rules for repairing gun jams – yep. Rules for stress – yep. There is encumbrance and if you are lucky enough to have a vehicle you are monitoring fuel consumption. For many this level of detail is way too much.

Then consider reffing it...... 

It some ways it is very easy, as the WWIII post-apocalyptic setting is basically a big sandbox world where the players can go and do what they want in Poland and Sweden (or any country you care to set it in, but currently only Poland and Sweden have official maps etc). However, FL provide a range of story ideas and scenario locations for you to introduce as you see best to the players, but the best bit is the encounter card deck. Each day is split into four shifts, morning, day, evening and night. At the start of each shift you draw an encounter card and depending on the terrain, time of day, and some other factors you can adapt the various encounters to your campaign. Running the game with all its idiosyncrasies, including dice being represented by letters, A=D12, B=D10 etc and combat range modifiers for terrain, cover, armour, visibility, aiming etc make it a tough nut to crack, particularly in a face to face game. 

Certainly, the first few sessions I ran took me and all the players a little while to get used to the rules, just remembering what rule applied to what situation and then the large volume of dice modifiers involved took a while. ‘Why even bother with this?’ I hear you shout at your screen…..well even in the early stages, it became clear that the mechanics really were fitting and drove the game but also the story so well. There was so much variation and the whole point of trying to stay alive in the midst of this hostile environment provided a real challenge to the players. As a ref putting together an ongoing story using the encounter cards and adapting them to your evolving narrative is really very appealing. 

I remember the first two sessions my players were shooting and firing, spraying and praying and using up ammo by the mag, they soon realized that was not a good option as by the 3rd session they were nearly out and wondering where they could get some ammo. In the end it didn’t matter as they got captured by a Russian mafia mob and put to work in a Gulag….their escape and subsequent story is for another day as I want to focus on the amazing game of T2000 as a one shot I played at Groglove on the 15th February….read on dear reader, read on…

One shot blues....

So, I had been grappling with how to bring T2000 to a con as a one shot event for over a year, and I just couldn’t see how it would work, I was stumped, stymied and frustrated! Then I got wind of Martin who was running a one shot at Groglove of T2000 but set in Vietnam with a Fall of Delta Green style mash up. With a bit of luck, I managed to sign up to play after hearing very good things about a previous run out of the game. Well, it certainly surpassed expectations.

First of all, the level of GM preparedness was Shift X. Each player had their sheet of course, but then you had a little backpack, with all your gear in, wooden chits for ammo mags, another larger wooden discs with some of the key rules on, and best of all we all got to choose a 25mm US soldier. Expertly painted and looking amazing. Opening up the little ‘backpack’ it felt a lot like Christmas, finding out who had what and how much ammo.

Secondly as mentioned above T2000 if played by the rulebook, is relatively crunchy with lots of moving parts. Around our table we had several people that had not played the game before. I was intrigued how the rules would be approached with ‘newbies’, and to be honest this was my biggest barrier, I just could not figure out how to keep the core of the game while removing rules. Martin showed exactly how this could be achieved with a masterful approach:

1- Key rules were in easy-to-use flow diagram handouts that Martin had created.

2 - Don’t get bogged down in the combat rules – the main modifiers were kept and that is all you need, particularly when the game is fast flowing in a one shot event.

3 – The scenario was all about completing a mission. The objectives were clear. There was no time to fuck around and find out. The time scale was short. You were dropped in with enough gear to get the mission done. So, keeping track of water and rations wasn’t needed. It was assumed you had enough to get through the mission.

4 – We used ammo, lots of it! We kept track of it using mag info that had been laminated and marked off the bullets with a water-soluble pen. When a mag was used you just gave in one of your wooden chits. In the end I had one mag left (but I did survive :>)

5- It was a bloody good scenario that never felt like you were being railroaded. The essence of the exploration and sandbox which is the heart of T2000 had been retained.

I won’t include any spoilers in this, as I urge you to try and find when this is running and take part. It is so much fun.

Lessons learnt....

So, what can I take from this? Well, the first thing is just getting confidence that T2000 can be run in a one shot format with prep and some consideration of what type of game you want to run. That is the key that will determine how heavily you lean into certain aspects of the game. Want to introduce attrition for food and water? Players start with none and need to find some? Want them to make serious decisions about how much ammo to use? Don’t give them much at the start but ensure there are a few encounters, so they have to be clever about what they do. Want to use the rules related to stress, consider using it for ‘Sanity’ and whatever horror setting takes your fancy. Want to have them use Heavy Weapons? Give them some. Want to have them in a tank, a boat, or a truck? Go for it.

The settings can be as varied as you want, Vietnam, WW2, WW1, modern day, Iraq, parts of London, a farm, with as many different themes, Cthulhu mythos, Rogue Trooper, Zombie apocalypse, post apocalypse horror of your choice. There is even a conversion you can pick up on DTRPG that puts the players in Cthulhu mythos type setting called ‘The Rise of R'lyeh’, there are numerous zombie apocalypse rules available on fan content DTRPG. Much like the Miskatonic Repository for Call of Cthulhu, the fan written content for T2000 is varied and opens up different settings. You are not stuck with Poland and Sweden after WWIII. 

The last piece are the map scales – each hex is meant to represent 10m (in combat mode or 10Km in travel mode). Using standard 20-25mm figs makes this a bit difficult but actually during the game, and much like other worries I had about running T2000 as a one shot and how to prepare for it, this just wasn’t an issue during gameplay. Everyone grasped the concept and ran with it.

I have an idea for the T2000 one shot I am going to run, and I am hoping to bring it to the table in the coming months. In the meantime, if you can catch a game of T2000, give it a try, crunch may be so 80s but in the case of T2000 it is well worth the effort.

Anyway, remember Parrying Is For Wimps…………..until next time…….over and out.

Comments

Popular posts from this blog

Hellfire club has nothing on the 2am club…..Grogmeet 2025 pt 1 (Spoilers, spoilers and more spoilers for Gatsby and The Great Race – a Call of Cthulhu scenario).

  Where to begin with Grogmeet? Do you begin with the excitement as the tickets are made available? The excitement of submitting a game? The excitement of seeing the games offered and signing up? The excitement of using the Birtish railway system never knowing if you’ll reach your destination? Whenever the excitement starts it gradually builds and before you know it, you are walking into Whitworth Locke venue in Manchester and play gets underway. Although in my case, the train I was due to get was cancelled so I made it into the Whitworth with about 10mins to spare…….. Gatsby and the great race – Call of Cthulhu, Friday 17 th January… The first game I was involved with was the rather legendary ‘Gatsby and the great race’ written by Paul Fricker. I had heard of this scenario over the years. For those not familiar it is a multi-table scenario with several Keepers each running their own table. For ‘reasons’, players get to change tables during the scenario. This makes for a great...

Grogmeet 2025 pt2 – the Blacksat strikes back and it’s a load of old (Dragonbane) Trolls…..(Spoilers, spoilers and more spoilers)

To paraphrase from Jacksons LOTR films ‘Space seems to be back on the menu boys’, so for a few months I have been considering how to bring the Delta Green scenario ‘ Blacksat ’ to the table. It is one of those scenarios that when I first read it, I thought interesting idea – but how can you make it work at the table? Let’s be honest – the Delta Green scenarios tend to require the Handler to do a lot of heavy lifting to make the key ideas in the scenario work, which isn’t a problem – working out the finer details is often the fun bit. Blacksat is the first scenario in a series included in the ‘Control Group’ book. The idea being that it can be played as a linked campaign with the subsequent scenarios in that book. The players take on the roles of a space shuttle crew in 2010 assigned to repair a top secret satellite or ‘deniable anti satellite weapon platform’. Of course not all is as it seems…. Before Grogmeet I ran it twice online. I find running a scenario at least two times tends...

Games Expo 2023 - fun was had by all...except when the Hilton bar ran out of ale!

 It’s been a crazy few weeks – three weeks ago the household was laid up with a ‘virus of unknown origin (yeah right…)’, two weeks ago I watched Luton Town Football Club achieve the impossible by gaining entry into the Premier league via the Play Off finals at Wembley, then the weekend after I attended UK Games Expo at the Birmingham NEC.  I had no idea what to expect as I had only visited Expo once before for a day trip quite a few years ago with the family. This time I was in for the entire weekend.  My Expo buddy was Jon who I play Delta Green with so at least I wouldn’t be Billy no mates. The Expo gods were watching out for me so despite rail strikes and a slight panic about the hotel I walked into the Expo halls and wandered around on the Friday afternoon, my wallet fearing what may be coming its way as a number of items caught the eye.  I had meant to be playing in a Cthulhu game on the Friday afternoon, but it had got cancelled earlier in the week, which was a...