Guest Post: Twilight 2000 (Part 2)
Part 2 of the guest piece from Brad Smith, the author, curator,
and owner of the popular Hexsides and Hand Grenades blog. Brad’s piece is a
about a game, Twilight 2000, and how its fiction attracted him to the war gaming
hobby. The first piece appears here.
Since the nukes have flown,
everything has broken down at a basic level. There is no more high tech
ammunition--that ran out in the first few weeks of the war. Vehicles run on
biodiesel fuel that has to be created by a still. Marauders roam the
countryside preying on the weak. Some Soviet or Polish tank divisions simply
have no tanks. Some units have stopped responding to orders and have claimed
whole communities for themselves. Without any regular supply, armies live off
the land, settling in a farming community and raising vegetables to keep their
men alive long enough until the next offensive. Warlords have set themselves up
in some areas and treat the population under them cruelly. Your players will
wander through the countryside and interact in some way with all of these
groups and it was completely up to them how they wanted to play it. At the
time, Twilight: 2000 was one of the greatest sandbox games ever released and it
was such a contrast to the old “The treasure is in X location and you must
fight Y dragon to get it,” approach taken by so many other RPGs at that time.
Boomer
glides the 84mm round into the breach of the Carl Gustav. After checking the
back blast area is clear, he aims for the rear of the T-55 about 138 meters in
front of him. The round flies off with a metallic “thunk” and slams into the
tank’s suspension. Metal parts fly in every direction and a massive explosion
follows.. Chunks of the tank rain down on the nearby Soviet infantry, who watch
in helpless awe.
Twilight: 2000 was also unforgiving
in a lot ways. It demanded no less than total dedication to the art of bookkeeping.
Since the idea of supply in a post-nuclear war world is a joke in itself, every
expended round needed to be tracked. Vehicles needed a certain amount of
maintenance per week or they would just break down entirely. Spare parts had to
be scavenged or shaped out of scrap metal. Wounds could take months to heal and
if they weren’t treated correctly, infection would spread and your character
would slowly die. There were no save rolls or dice hedging in the game rules. Since
these game rules were written by someone who very well understood the lethality
of modern weapons systems, it was not unusual to see unlucky or unwise
characters expire in rapid fashion.
Having
executed an effective ambush, the Americans have thrown the Soviet platoon into
sheer panic. Many search with wide eyes for the ambushers while others cringe
in what cover they can find. Some wait to see how everyone else is reacting. A
few of these guys, however, will probably have the presence of mind to fire
back in the coming turn. Let’s go to combat round 2, shall we?
I still play Twilight: 2000 even
today although the distance among my old teenage friends has made getting
together impossible. We’re using an online system called Storium, which allows people to game
together. Technology has also allowed us to use Google Maps to plan routes,
battles, and other adventures throughout the burnt out landscape of Poland . As
we’ve gotten older and gained more experience with age, the storytelling has
become richer and more detailed. I currently run a game where five NATO
characters are stranded near Kalisz and who have
managed to ambush a Soviet platoon that’s attempting to cross the Posna River
all for the sake of a few gallons of gasoline for their worn out M-113. Their long-term
goal is to escape from the area to somewhere near Gdansk , hop a freighter and head home to
rebuild their lives. How will it all go? I have no idea but I’m having great
fun doing it.
Join us tomorrow for part three...


Comments