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Do you play TNE straight?

C&D was based on Twilight second edition. TNE was as well, but incorporated the d20 upgrade. The d20 version was back-ported to Twilight as version 2.2. Earlier versions of the house system (Twilight 2nd, DC, C&D?) used d10s for task resolution and d6s for auto weapons fire. The later upgrade used d20s for both and changed the initiative rules. The quickest way to check is to look at the task rules. If there are any mentions of d20s, you have the later version of the house system.

Twilight 1st ed was a different system, IIRC, using d% for task rolls. I shudder at the thought of its vehicle combat rules being used for TNE. (They were pretty detailed.)
 
Yep, T2k 1st ed used a % based system which was very user friendly. Vehicle combat was involved but considering the importance of vehicles to the setting they had to be this detailed.

I converted it to run T2300, MT and later TNE, with rules borrowed from places like Aftermath and The Morrow Project (usually simplified). Had great fun with it as I said.
 
Task wise, T2K 1.0 was a %ile version of the task system in 2.0... 3 levels, roll under skill or less.

Combat was more involved, had more hit locations; vehicles were complex but not convoluted.

The move to T2K 2.0 was welcomed in terms of simplicity.

Also, it meant a better (and more expandable) character generation system.

Oh, and characters could be killed.

Big differences between 2.0 and 2.2:
1) use of atts: in T2K 2.0, skill receipts above controlling att were halved, but skill levels didn't have a baseline from atts. In 2.2, as with TNE, Stat+Skill=TN for 1d20
2) 3 task levels: Simple (x2), moderate (x1), difficult (x1/2) vs 5: Simple (x4), Routine (x2), Difficult (x1), formidable (x1/2), Impossible (x1/4)

Big difference from TNE: T2K2.x has flat skills per term; TNE has diminishing skills per term.
 
Well the thing for us is the design system (got some serious gear heads for friends). Make anything you want. Design enough and you will find numerous holes. Anything that complex is bound to have issues.

The background was tossed. I think virus was a plot element and an excuse to trash everything and bring on another Long Night. I always though it to be more of a fantasy element (like Star Trek or Star Wars; these are more science fantasy than science fiction); this is fine if that’s your thing but we did not care for it.

We mostly played with a classic background (that is, the Imperium and its relationship to its neighbors were pretty much as per classic Traveller), toss in a few wars, explore, and play in the border regions of the Imperium.

We borrowed rules and other things from other systems when we found holes, including CT and MT.

Remember, the game mechanics (of any game) are separate from the background. You do not have to use them together. Take the background from one game and use it with the mechanics of another if you like.

Not that we actually play much anymore. Have not played Traveller in years. Time is a very valuable commodity these days.
 
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