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Twilight Nightmares

Arsulon

SOC-12
Can anyone give me a review or capsule description of this book? I understand it's not T2K canon in the sense that it advances the Europe or America module plotlines, but the idea of strange or supernatural encounters appeals to me. Is anyone familiar with the book?
 
Werewolves in T2k sums up my feelings towards it. I didn't really use Twilight Nightmares at all. Reminded me too much of Dark Conspiracy (game which used 2nd ed T2k rules in a Rifts style setting).
 
Originally posted by Ellros:
Werewolves in T2k sums up my feelings towards it. I didn't really use Twilight Nightmares at all. Reminded me too much of Dark Conspiracy (game which used 2nd ed T2k rules in a Rifts style setting).
DC could have been a whole lot better off, but they killed it just before the X-Files freaks stole TV from anything sane. Had they survived a bit longer, well, one has to wonder...
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William
 
I only followed DC from Challenge magazine and Demonground. While I think the initial premise was sound, it degenerated into too many dark races visiting Earth. Why this pale blue dot? Delta Green, I think does it better, as there the enemy is not seen and the horror lies in the cracks. (especially, if you play it as if the Earth does not matter except to humans)

Twilight Nightmares sounded like it had potential just as Horror in Traveller has potential. But coming up with the winning formula is difficult, as most SF bastardizes the horror genre just as Horror bastardizes SF.
 
Can anyone give me a review or capsule description of this book?
Arsulon. Sorry it took me awhile to post this. I had to find it and we are in the middle of moving. Anyway.....

Nightmares starts with an Alien encounter, AKA Preditor. It covers alien weapons and stuff.

The next scenerio is about Dinosaurs on the lose, in new Mexico I think. Has a Jurrasic Park feel to it. Deadly if the players aren't pretty tough.

The next is another alien plot. Human looking aliens trying get home.

Followed by a crashed spaceship to investigate and then giant worms in the mines. Next is robotic units with a bad AI attacking small villages. The next is an encounter with zombies soldiers. Giant electric slugs try to eat a farm house and then a research plant lets loose some strange beasts and it ends with a crazy dog, Kujo kinda beast.

Hope this helps or answers a question or two.

Can I help with any other questions?
 
Neat. Sounds like just the thing to shake a bunch of PCs out of their complacency. Would you say the adventures are better optimized for T2K or Merc: 2000?
 
Yes...

Each of the scenarios has a particular bent to it that makes it an obvious match, but most of them can be fiddled with to make them applicable to the other.

ex. The mission with the T-Rex is set in T2K but can easily be modified for MERC by making it something along the lines of "you have been hired to steal the DNA blah-blah-blah-blahbity-blah."

Likewise the one based on Predator (meant for MERC) can be a nasty one if you set up a similar encounter for our brave survivors of the 5th ID.

*as a sidebar, I do have voice the one major complaint I have with MERC in the lack of realisticity in maintining the PCs as MERCs. No mention of law enforcement, transporting firearms (many of these class being C), and other issues related to the life of mercenaries. Granted, it is an RPG, but sheesh...

OK, rant over...

-Dave
 
Good rant. The group I played T2K with switched to Merc for about the last 2 years we were together. One of our friends had left the miltary to work as merc in south america and we had all stayed in touch with him. My players used, in the RPG world, this guys real world ranch in Montana as a base of operations. We were all cops or special investigators so the legal end of things never got much thought, the same as shipping weapons. We had all shipped everything from 9mm pistols to m60 MGs to Military Working Dogs through commercial airlines.

Most of the time the players twisted reality rather severly and used their military contacts to transport them around the world which solved most of the problems. hehe, we twisted reality quit a bit actually. Our campaign went from Twilight to Merc to Traveller:TNE in one continious story line and the same characters.

done rambling and pardon all the typos. Tis been a long long day.

Nightmares had some good modules in it but the ones in the back of the book were rather lame. I used a lot of the Dark Conspiracy work when I was looking to put my players of balance.

GDW was on the right track, I think, by making their games compatable under one engine. Guess they were a little ahead of there own time.

Night All :D
 
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