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twighlight newb advice request

I've been playing traveller for a long time and I just bought the ffe reprint of twilight 2000. I like what I am seeing but was wondering - has anyone got any advice for possible pitfalls and also on which scenarios are good/easy to run for a newb. There are lots on drivethru. Which ones are essential?

Any other help would be appreciated. Thanks in advance. Now I'm off to run a nice hot bath and settle in with the rules...
 
Depends what kind of game you want to run. I had my best games from the Last Submarine Trilogy (Last Submarine, Mediterranian Cruise & Boomer) and the Middle East ones (RDF Sourcebook & King's Ransom), but you might want the original Poland ones.

You'll want the vehicle & weapon sourcebooks anyway (especially if you have gun-bunnies for players, like I had in Glasgow...).

Give me a ring, or drop me an email and I'll try to fill you in on what sort of things you need and answer your questions.

Cheers

David
 
The key I found was to make the NPCs detailed. If you just run firefight after firefight, it isn't boring, since combat = drama, however it does get stale (Slightly different, I think.)

Write stores, not just firefights and battles.

Have the goal that they are supposed to achieve, and make it difficult, and not easily solved.

Some modules I remember:

Pirates on the Vistula is a good module, it's got some combat, and the whole wisla river trip, and interesting scenery.

A lot of players I have run it for did not like the Black Madonna, because of the elements within it that make it cross-genre. The big warsaw module, I forget the name was a big headache to run, so plan it out, read it well, first.

Biggest key for me, was advice in a challenge article: When doing hits for tanks and stuff, make it instant visual results, like a movie...

Make a series of cards, with different kinds of vehicles. Then hit them with different weapons from different angles. Do all the penetration and damage and interior rolls way ahead of time, so it does not bog down into uh.. roll uh. engine, uh gun uh....

Make it: The AT-4 Strikes the starboard skirt of the BMP, blowing off three road wheels and the turret is blown into the sky, and begins burning, while a lone scream of a burning survivor is heard from somewhere inside.

Eventually, you will get good enough at it with practice, that you begin to understand the sytem intuitively, and imagine the missile, gun / rocket slamming into the vehicle and doing whatever it normally would, without thinking.

At that point, toss the cards away, and tell your story.

Eventually, you might become like most of the hard core long term refs I know, and you won't even use dice anymore, or you might roll % hi good low bad, AND MAKE IT UP AS YOU GO, SYSTEM BE DAMNED.

Another sticky one to be on the lookout for is recon and spot rolls for ambushes. Since an ambush properly executed multiplies the attacking force by 3-5 times its size, a small squad of PCs can take on perhaps a half dozen troops, if it goes well. However, if they have counter-ambushers, the PCs will get wiped out to a man, with the enemy AK-gunners hardly breaking a sweat.

When I used to run T2K v2.2, it was always a big guessing game, of are they following us, or are we ambushing them? Lost of hidden die rolls, to make them itchy, turning out to be rabbits, or animals, but sometimes a rabbit, ha ha! Then rounds zipping through the trees striking all around, and the laughing guy gets hit in the face from the front.

It's a hard core, gritty game, if you want to play it that way, or it can be played like Arnold Schwarzenagger's Commando. Still fun, not my style.

Most teams of players I ran tended to take on more than they could chew and got wiped out, or eventually died one by one by attrition.

Or sometimes, through careful play, they Made it Home.

Key is not forcing the languages rules on players. If nobody in the team speaks Polish, don't penalize them by having all the locals speak only Polish.

To me, it's like a weekly TV show, and in the show, the story is king, not the language skills of the cast. Have a girl they meet speak pidgin English. Perhaps they save her town from the bad guys. In a reprisal the town is burned and she has no where to go, thus joins up with the PCs.

Long term story arcs are good. Care in PC generation is a must. Not just stats, guns and a list of skills, give 'em all a personality. Back in the day, I used real world military service as an inspiration for PCs and modeled my teams after military type TV shows like vietnam war atory, or any number of movies.

Have characters who have hopes, fears, and dreams, who work as a team, maybe not seeing eye to eye all thet time. This makes thier death more significant. Play out funerals, have the senior guy say a few words, as they drive the soldier's rifle into the dirt, topping it with a helmet, and they all vow for payback.

When they blow up the Bad guy's fuel depot, if you did your job in setup right, the player's characters will be happy and sad, and relieved all at once.

Don't let the system run the game, you run it. Make descriptions colorful.. funnels of smoke from burning vehicles...trying to see into the enemy commander's HQ through a window, at a distance, through the falling snow at 150 yards, as the sun goe down over Silesia.

He's drinking cofee, and signing documents that an adjutant provides. he goes to the window and looks out. roll some dice. ignore it. The players wait to see if they are spotted. The Commander returns to his desk.

Have encounters where the team sniper in a ghillie suit has a company or trioops walk.. or drive by.

So many cool scenarios and events that that game has...but I digress.

Final point: Prefigure recoil and all of that, and put it on the sheets, figuring for various types of bursts, based on STR, all laid out ahead of time. Especially in V 2.2, this saved me lots of headaches, when friendlies opened up on a convoy with an M-60. When hitting vehicles, make it up, after you have done all the .. what an M-60 does to a truck.. homework. Keep the game moving, action, action.

I could go on, but you get the idea. Best of luck.
 
I agree with Merxiless, NPCs are critical, those PCs need to feel a reason not to shoot them on first sight.

I might suggest . . .
1. Keep their ammo levels low. That makes ever trigger pull important.

2. We played a spin off set (more or less) in our home city. Just go get a big enough road map and some grease pencils and then “nuke” the big city. The players knew where everything is/was/had been. It made it personal.
Radioactive hotspots were marked. All that stuff.
 
One good bit of advice that was in either the 1.0 or 2.0 sourcebook was to run a practice combat with your players before you actually start the campaign so they understand just how deadly combat is in T2K. I remember running a campaign where everyone, myself included, was used to D&D combat and my players charged into their very first firefight and got zapped; end of campaign.
 
I would say don't be afraid to use the real world as a referance as well. If you see a cool piece of equipment but there is no stats, make them up or let the players find out through experimenting. The numbers, stats and rules of RPGs are there to help the GM decribe the players reality.
 
Thanks for all the advice guys. I've suddenly got busy and still haven't read the refs book yet.

When I have I will take you up on your offer david.
 
Chello!

Ypu also fing and excelent community that oves to discuss military affairs and Twilght 2000 at:

http://games.groups.yahoo.com/group/t2k/

Lots of good discussion...also a good jumping off point to find some good pbp/email games. I'm currently starting in a Soviet game (Poland 2000) and getting to start in a Falklands Island (1997) game.

Later,

Tony
 
thanks again everyone. I've finally got my head round this and started the game! I've started with the Kalisz thing and intend to move onto one of the other polish modules, not sure which yet. Now i'm after resources for encounters and small scenarios. Anyone know any good sources? Also anyone know of a chargen programme I could use for npcs?

Thanks in advance...
 
Best thing, I think is to make it up.

It really depends on what kind of flavor you want. I drew it as It's World War III, society as we know it is Gone.

Flavor Encounters:
A burned out roadblock, already looted, but might be a half-full can of gas in the bushes, or a few rounds or an ammo magazine in a discarded weapon, or turret weapon. Unburied dead, ravaged by local wildlife.

A ruined church, with a big Polish-language bible, and maybe some hymnals. Forgotten vestments of a priest, in some drawers, obviosly no gold left, the priest shot down by marauders.

A convent, the bell riddled with dings from bullets, when marauders came through and "Rang the bell" with small arms fire. The nuns there are scarred and a few months pregnant. A small cemetary with fresh graves, where those that didn't survive the attack are buried, along with those who killed themselves.

The above with a lone gunwoman mother superior, who has lost her mind, given up god, and hates all things male.

An abandoned train station, weeds growing among the tracks. The trains no longer run on schedule, and haven't for three or more years. Pads of paper schedules for the taking to serve as tinder for a fire. Perhaps a rail map of poland can be salvaged. (I use real maps of poland from Barnes and Nobles bookstore, printed in Polish, for this, costs about 12 dollars or so.)

Any of a number of small villages, devastated by fire, combat, marauders, disease, radiation, or all of the above.

Meeting a small family with twin mutated newborns, lovingly held by their mother, who is herself dying of disease, asking female pcs to care for them, pressing what remaining food and supplies they have upon the PCs. Do they take the foods and the kids? Or walk off, knowing the kids will die when mom does?


A lengthy sceanario where you meet a medic who has half lost his mind, serving as the local doc of a bombed out polish village, all the mutated kids born post H-Day killed by the doctor in a series of mercy killings, buried in a little plot, no headstones. Then found out by the PCs, as you wish. Was he right? Was he wrong? The rest of the kids are healthy, and since there is barely enough food to go around...Have the crazed doc ask the team medic. What would you have done?

After the team leaves, they might hear a single gunshot in the distance.


A small outpost of a village, trying to farm. a polish and an american flag stand side by side.
A safe haven, perhaps, for a while. But living there, the soldiers and their mixed heritage families do not tolerate anything short of extremely harsh discipline, survivors, all.

A small barbed-wire clad Russian fuel depot, on top of a wooded hill. Perhaps guarding a few hundred barrels of fuel. They might be willing to trade, for exorbitant amounts of gold or ammo. A tense scene of negotiations. Or a team of players might just see it as yet another target, to watch the fireworks.

A sign along a road that reads Danger! Landmines!
Perhaps a few craters with remnants of corpses in them, where people did not choose to believe the signs. Perhaps a few landmines can be dug up, and traded for food to a local warlord.

A very small castle, partially ruined by the forces of history, but not the war. An old tourist attraction, perhaps the signs have not been torn down, why bother? Only there are no more tours, only a hard platoon of partisans. Maybe the local partisans have a captured tank in the courtyard, and the local Police captain has set himself up as a rebel leader against the soviet opressors. Maybe they brew ethanol to run a small squad of motorcycle scouts.


I've always loved the game. For me, it's like a darker version of "Red Dawn".

Choose a them, and a scene, and some interesting NPCs, and game it out, like an episodic TV series.

Never failed, for me.

- Merxiless
 
I had a lot of fun with my crowd when they approached a semi-ruined farm, looking for somewhere to hole up, only to meet with a Soviet group also looking for somewhere to hole up (I took their stats and made Soviet equivalents, so the teams were pretty evenly matched). They then had to decide whether to fight it out or come to an arrangement.
 
I started out a campaign with a Challenge scenario called "Rifle River", with the PCs shipwrecked in Conneticut after escaping via Bremen("Going Home").

I managed to fold that into "Armies of the Night", "Allegheny Uprising" and "Airlords of the Ozarks". I was planning on continuing into to 'Submarine' trilogy, but real life intervened(I got out of the Marine Corps).....

Also, I agree with the above: well-detailed NPCs are extremely important. Otherwise, you're just presenting paper targets for the players to shoot at. Spend time on describing the details, to better flesh-out the scenes.

GM1120
 
I have just started running the black madonna so I bought it from drive-thru rpg . Guess what? The scan is missing the diary hand outs!!!

GRRRRRRR!!!! :mad:
 
Hirch,

PM me your address (or email it to my work email address if you still have it). I'll dig out the module, photocopy the diary pages and post them to you.

David
 
Or if you want the pages now, the 'diary entries' section starting on page 3 is the same information in a different typeface and format. You could write it out yourself, save some time waiting for the mail.

Or make the players take turns writing it out for you - give them something else to worry about besides how they're going to derail the plot...
 
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