The Twilight 2000 Campaign And More Thoughts

From my travels across the internet, I’m proud to share the Twilight 2000 Polish Campaign  that I found while looking at the WW3 1987 blog. It’s a good AAR/let’s play of the game at its best.

I’ve blogged about Twilight 2000 in largely critical terms before, but the initial Polish/German campaign setting is the game at its best. There’s talk on the about page of maybe, if/when the players survive, taking them back to the continental US.  Now here I have a recommendation, if that indeed happens (it’s a big if). Ignore the actual 1.0 modules on the continental US and go homebrew.

Maybe it’s because I like the idea of them returning to a battered but largely peaceful homeland as a proper reward. Or maybe it’s because the North American modules I’ve seen basically seize the always-existed dichotomy I mentioned in my previous post and take it to 11. They’re something. In fact, if the game’s plot had existed only of them, I might even consider them worthy of a Bad Fiction Spotlight.

The later v1 modules have the impression of turning more and more from the “survival and maybe solve some local disputes” theme to a full-blown and ultra-blatant Adventure Friendly World. (That was always there, as it would be in any tabletop RPG, but it was more subtle and interesting).  Even a lot of other T2000 fans have been disdainful of the North American modules, one not unreasonably comparing them to “bad Mad Max”.

Having read the “Kidnapped!” module, I can see it. The first is a description of the megadrought that’s about to strike North America. I’ve heard grumblings about its plausibility, but from an in-universe perspective, there’s worse things. Where I think the megadrought goes wrong is that it’s a clear attempt from an out of universe perspective to up the stakes and become “darker” still. So yeah, there’s a megadrought, and food/water is going to become worse yet. I guess that means the scenario will be about…

Seizing a fascist-populist leader in his supervillain’s lair in West Virginia? You don’t say.

The “Kidnap Carl Hughes, the leader of New America” part is incredibly gamey and has obvious contrivances throughout. There’s the necessary evil of an adventure tip, and then there’s the lair itself. In true game fashion, the lair down to its final bunker is drawn out in massive detail, but to balance it for the players, it’s accessible. Hughes conveniently happens to be in the most vulnerable parts of the lair throughout much of the day, and infiltrating a secure complex run by a mega-paranoiac is suspiciously easy provided the players have the right clothes.

Then there’s a second lair that is long-deserted and only exists to provide clues to get the players to the real lair (yet is also massively detailed in its description).

Yeah.

There’s more on New America itself and even the MilGov/CivGov split (in short, the former is clearly there to be a convenient supervillain faction, the latter there for contrived drama), and how it’s handled, but that’s for another time.

 

Twilight 2000

Twilight 2000, the classic semi-postapocalyptic tabletop RPG, is a very contradictory game, one of the most so I’ve ever seen.

See, the plot is good enough. 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. And whatever the many plausibility issues, it works for the sake of setting up an adventure.

The problem is in the dichotomy. The mechanics have a detailed, often-realistic unglamorous focus on the dirty work-logistics, disease, and the like. Characters are quite vulnerable. This mixed with the shattered, post-nuclear war-bandit setting means it should be poised for a low-tier, somber look, right?

Wrong. 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. 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. The target audience and themes are for the “bored soldier and military enthusiast” crowd, not exactly something somber. It’s like This War of Mine was jumbled together with Medal of Honor Warfighter and printed, to use later video games as analogies.

And then some of the later supplements got-weird. I’m talking “save Arkansas from evil airships” weird.

It’s still fascinating, both as a product of its time and for the “excesses” and contradictions it has.

 

Skylight: The Worst Game That Succeeded

Skylight is an indie RPG that was created by a developer with far more enthusiasm than programming skill. The game was a sort-of sequel to an infamous one known as The Demon Rush, legendary for its inefficient programming. (The TV Tropes pages for both can serve as a brief introduction)

So, a few years ago, to have something to do over a long December (always, traditionally one of my most stressful times-I do not like holidays or winter), I got Skylight.

I made it all the way to the final boss before returning to normal and going “what was I playing?” (Not that the story was much good, but I did see the ending in a Let’s Play later on).

Now, as a game, Skylight is an embarrassing failure. The music is terrible (one infamous song had two parts in two different keys going at once), the graphics look like scribbled isometric designs because they are, the mechanics try to be deeper than they actually are, and the plot is a dumbly escalating mess that never acknowledges its own craziness (for one example, it has groups called the New Canadian Order and Neo De-Confederates).

Boss fights are either boring and easy smash-fests or incredibly hard ones that require a specific build to win at all. Normal battles are incredibly repetitive due to the total lack of variety among opponents.
And yet-the game accomplished its purpose by keeping me occupied for that time. In that sense, it was the worst success I’ve played.