Has anyone played any of the Twilight 2000 editions? can someone give me a breakdown...

has anyone played any of the Twilight 2000 editions? can someone give me a breakdown? is it just a Operators operatin' sim or is there a larger picture?

Attached: Twilight2000cover.jpg (278x357, 29K)

Here's a compendium of all useful charts for the first edition. I also added a couple of vehicles and weapons that were missing.

Attached: TW2K Charts.pdf (PDF, 5.55M)

It's on my to-do list. I'll probably run 2.0 or 2.2 since those are what got me interested in the game back in the day playing the computer game.

One reason not to play 1st ed is the fucked up weapon stats. As can be seen here: magazine sizes for some of the weapons, e.g. pistols, are completely off. An M1911 (.45) holds more than 2 rounds in its magazine. If this basic information is so far off who knows what else is fucked up.

It depends on the GM. I was in a game where we gave up trying to get back with the Army and dug in to defend a bunch of refugees in a German hamlet outside Aachen. Ten sessions later we were coordinating the defense of our commonwealth against an ad hoc company turned bandit. The Aachen Commonwealth Scratch Company held the line in the end, though it cost us dearly.

Interesting randomised life path chargen, rather like Traveller, so you never knew whether you'd end up with some grizzled old navy seal, getting rusty but knowing every trick in the book; or a wet behind the ears greenhorn who got drafted clean out of prison. Languages were based on real world language family modelling, so points in Polish allowed a small chance to understand Russian, and so on.

Ultimately it was about telling really epic war stories. Dirty Dozen, Behind Enemy Lines, Guns of Navarone style shit.

The reason mag capacity is off, is because the author didn't want to keep track of exact bullet count (strange idea). Instead, they keep track of the numbers of rounds that have a chance to hit the target - which is about 1 for each 3 shots fired. That's why the 1911 has a magazine capacity of 2 instead of 7. It doesn't make much sense, since it is not much more complex to keep track of 30 rounds of ammo than it is to keep track of 10 "bursts" of ammo.

On the other hand, 1st edition has the superior vehicular damage system. I like how heavy weapons rip through vehicles damaging different components and passenger. 2nd was kind of too simple in this regard.

Thanks for the explanation, user. I may have to reevaluate my decision. Do you think it would break the system to replace the mag sizes with the actual numbers?

The only reason I collected the charts of 1st edition is because it's the only edition I own in paper. In my opinion the 2nd edition has the superior system (combat is better and character creation is pretty cool).

Publication date: 1984 (1.0); 1990 (2.0); 1993 (2.2); 2008 (Twilight: 2013)

Different user here, so would you recommend the 2.0 or 2.2 edition for new players? Or should I skip straight to Twilight 2013? There's not much info google is giving me.

The one I had downloaded was probably 2.2 edition.

If you want a taste of 2.0 and can wrangle DOSBOX you can get the 1991 PC game I mentioned here: /file/o2ajp4 at the Space of Sending

As a bonus, it doubles as a character generator for the TT game.

Damnit, forgot to add my picture.

Attached: proxy.duckduckgo.com.jpg (1000x625, 61K)

The only good thing in this game is the character creation. The rest of the game is pretty bad.

>It doesn't make much sense

It was a design choice. In an attempt at streamlining play, Chadwick decided to model for effect. If he'd labeled ammo capacity as "bursts" instead of "rounds" the gun porn spergs wouldn't have squealed as much. As it was, GDW changed it in 2e and looked for streamlining elsewhere, most notably the simpler vehicle damage system which people then complained about.

It's funny but the two biggest complaints about GDW's T2K editions are that 1) combat takes too long and 2) certain parts of combat aren't detailed enough. The fact that both complaints are the opposite of each other never seems to dawn on many people.

The manager from my first job had played it a lot back in the 80's. Their party routinely had trouble with grenade rolls if I recall.

Their greatest challenge was in the module set in North America where they were attacked by a bear. They couldn't land a clean hit with the M-16s.

Medic: Hey, I still have the anti-tank rocket from earlier!
Others: Dont shoot, we're still in the tree above it!
Medic: Firing the rocket.

Buy antibiotics.

Played lots of Twilight 2013. However it almost always ends by turning into Rune Factory or It's A Wonderful Life. The party inevitably starts up a farm or joins a village of some sort and at that point it's 3-4 hour sessions of arguing about crop rotations, solar conversion and jury-rigged irrigation

Basically, pic related.

Attached: HM.jpg (1024x768, 315K)

Cheeki breeki tacticool harvest moon sounds like a hell of a time

it can be, but there's also those times where the engineer and the machinist inventory *AN ENTIRE HOME DEPOT* while doodling up blueprints as they talk.

I played 1st Ed.

It wasn't particularly smooth but the setting and modules were quite well done.

Old GDW were infamous for making good, but utterly dull rules though.

I remember that a lot of people weren't happy with 2013 when it came out (good God, 10 years already?) but that might have been because of the general milieu in games at the time. Did you notice any specific issue with the rules?