It’s still fascinating, both as a product of its time and for the “excesses” and contradictions it has. I’m talking “ save Arkansas from evil airships” weird. It’s like This War of Mine was jumbled together with Medal of Honor Warfighter and printed, to use later video games as analogies.Īnd then some of the later supplements got-weird. The target audience and themes are for the “bored soldier and military enthusiast” crowd, not exactly something somber. In the midst of utter destruction, you can start to build something new. Yet, in this very bleak world, there is still hope. In the year 2000 of a history that took a different turn from our own, the world is ravaged by war. The post-apocalyptic setting is there to provoke challenges, but it’s also clearly there to take away the command post and those pesky orders. Twilight: 2000 is a roleplaying game about survival in mankind’s most desperate hour. Sharing equally with the dirty-work mechanics are detailed stats of individual guns, tanks, and artillery pieces, starting dubious already but taken to excess in supplements. This mixed with the shattered, post-nuclear war-bandit setting means it should be poised for a low-tier, somber look, right? The mechanics have a detailed, often-realistic unglamorous focus on the dirty work-logistics, disease, and the like. And whatever the many plausibility issues, it works for the sake of setting up an adventure. It’s more realistic than many WWIIIs in that the nukes fly, but manages to stay intact enough so that all the cool toys aren’t taken away. Twilight 2000, the classic semi-postapocalyptic tabletop RPG, is a very contradictory game, one of the most so I’ve ever seen.
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