Guest Post. Twilight 2000
The
next few days I’ll be posting a 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 wargaming
hobby. I think we all have a story like this, and I’m glad to be able to share
Brad’s. A couple of words (I’ll write an entire post about this someday) about
war gaming to the uninitiated . Phrases through “roll through the devastation
of Eastern Europe ,” might sound all warlike
and violent, but the game isn’t. The game is cardboard, and cardboard never
hurt anyone. The people playing it are everyday guys, and sometimes, gals—some ex-military,
but other who are pastors, lawyers, detectives, college professors, ex-IT guys,
actors and comedians (Vin Diesel and Robin Williams), and major league baseball
pitchers (Curt Schilling owns a war game company). In other words, just people.
People who would rather engage their minds and imaginations than have the TV do
it for them. On to Brad…
Blackfriar
lay prone in the field a few meters to the north of where Boomer knelt in the
darkness with the Carl Gustav trained on the T-55. He had sighted the Barrett
Light 50, which was resting on its bi-pod, on the nearest member of Flank
Security Element 1. Suddenly, a burst of machinegun fire ripped from one of the
SAWs on the other side of the river.
Ask me about why I play war games
and I would say two words to you. Twilight: 2000. In 1984, the good folks at
Games Designer’s Workshop unleashed one of the most unique
role playing games that had ever been designed. While other RPGs tended to
follow the grain of Dungeons & Dragons, setting their characters in a
fantasy world setting filled with elves and magic, Frank Chadwick and his
fellow designers took role playing and ran in the opposite direction. They
created a game that was set in the European theater of World War III at the end of the 20th century. There were no elves to be found here. Your
players controlled characters that were
military people solving military
problems, caught behind enemy lines and running for their lives after their
NATO division was overrun by a Soviet tank division.
| Despite the apocalypse, the women kept their hair nicely. |
‘Damn
it’, he thought to himself, ‘one of those a**holes jumped the gun! The bridge
hasn’t been laid yet!’ With the whole operation about to go down the drain, there
was only one thing to do. He screamed into his radio headset. “Fire! Fire!
Fire!”
Chadwick, a Vietnam veteran, designed a set of
extensive rules to model how individuals react under fire and then took it a
step further. He wrote a timeline that dealt with how the war started and
developed, eventually leading to the release of nuclear missiles then outlined
the grim reality of staying alive in a post-apocalypse world where electricity
was unheard of and disease ran rampant. To that effect, he included rules about
how the players would need to forage for food, make their own gasoline from
biodiesel for their vehicles, and maintain their equipment and health in a
hostile world. This was in 1984, remember, a time when this seemed like a
reality.
With
his first shot, Blackfriar sent a carefully aimed .50 caliber, saboted, light
armor piercing round toward the machine gunner. A six-foot flame leapt from the
muzzle as the 360-grain projectile rocketed forward at over 1,200 meters per
second. The high-strength, aluminum-reinforced plastic sabot broke away allowing
the tungsten penetrator round to continue on to its target.
I bought Twilight: 2000 in the late
1980s, around the time when relations between the Americans and the Soviets
were thawing but still tense. I have to admit the contents were intimidating, but
the idea of playing a game where my friends’ characters would roll through the
devastation of Eastern Europe in a tank seemed
pretty damn cool to me. We made characters for the game, which was a complex
and fun process. You begin with your character as a 17-year-old high school kid
and you pick skills and careers, which allows you to follow him through the
rest of his life path. You could join up with the military right after school
and end up in the war as an NCO or have a lawyer who is unlucky enough to get
drafted into the army when the war in Europe
starts up.
Demián
was carefully aiming the M21 that he had used exactly once before – about 30
minutes ago when Blackfriar showed him how to use it. That was before Crank
jumped the gun and opened up before the signal was given. “Fire! Fire! Fire!”
he hears Blackfriar call over the radio. Startled, it throws him off. He
forgets Blackfriar’s instructions. His breathing quickens, inhaling in rapid,
shallow breaths. Sweat beads on his forehead. His hands grip the handle and
stock, slick with perspiration. Rumbling becomes roars, shots become bright
crackles. The men start to blur, soldiers move and shift in inky spatters; the
tank and Urals seemingly more menacing and beast-like in appearance. Is this
panic, he thinks? Is this what happens when you freeze under fire? Or am I just
going crazy?
At the end of the character creation
process, the Gamemaster (as the owner of the game, this had to be me) would
give the players a rundown of how their unit was part of NATO’s last great
offensive of the war, attempting to push deep into Poland in order to force a
favorable armistice with the Soviets. Unfortunately, the Warsaw Pact ruined
NATO’s plans and a masterful counterattack smashed into the NATO, stranding the
characters near Kalisz .
As any Twilight: 2000 player can recite from heart, the last communication from
their brigade HQ is, “Good luck. You’re on your own.” With that, your
characters were stuck behind the lines and left to figure out what to do next. They
were deep in hostile territory and had to make their own decisions, whether it
was to conduct guerilla operations, find a safe place to hole up, or even
attempt the seemingly impossible task of somehow going back home… whatever was
left of it.
Part 1 of 3. To be continued tomorrow.


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