Showing posts with label pregens. Show all posts
Showing posts with label pregens. Show all posts

Monday, May 27, 2019

Take the Initiative - Twilight: 2000 Initiative Mechanics and Options

Initiative is a common feature of most RPGs, and there are a lot of posts and articles detailing the various ways of determining who acts first... and nearly as much written on discussions as to why this is important. Twilight: 2000 has a different Initiative approach compared to many systems, not only in terms of how Initiative is determined as a static derived characteristic but also it's interplay with two other the number of attacks/actions a character can take per turn and also somewhat uniquely in my experience, its influence on whether a character panics/freezes.

Who Has the Higher Initiative Here? Who is Panicking?

"An analysis of Initiative in v2.2 would be worthwhile. It's so important; high INIT characters can regularly get the drop on novices, and most everybody really. Several factors play into it: terms served in specific careers, wounds, two actions per turn by high INIT characters, etc.
I like the INIT mechanic, yet find it occasionally frustrating in play as well. It's a clean system, but is too predictable, and heavily-skewed toward the players IMO."
- Wayne Gralian (@waynesbooks), MeWe Twilight 2000 group, May 2019

Starting Initiative and Modifiers


Let's start with the basics of the v2.2 RAW (rules as written) that usually helps.

Base initiative is determined by a 1D6 roll. (The minimum initiative is 1)
  • Regulars keep their base roll. 
  • Reservists divide by 2 (round up).
  • Draftees, militia and volunteers (including government agents) divide by 2 (round down).
  • Modify by Military Careers
    • +1 for rangers, airborne, special forces, force recon, snipers, and "equivalents"
    • -1 for support, air force enlisted, aviation enlisted, and military intelligence personnel
  • Modify if the character has spent 2+ Terms in the following Civilian careers
    • +1 for Criminal
    • +1 for Federal Law Enforcement
    • +1 for State/Local Law Enforcement
  • A character's current Initiative is reduced by 1 when slightly wounded, by 3 (total) when seriously wounded, and by 5 (total) when critically wounded. 
Unlike many other games, a character's AGL (Agility) or similar does *not* modify Initiative.

On average this means that a military character / regular with will have an Initiative of 4+ (average roll of 3.5 on 1D6 and +1 for relevant career), compared to a civilian character with an average Initiative of 2, maximum 4 (if 2+ Terms in an applicable career).  

The effective maximum Initiative for a starting character is 7 (roll of 6, Regular, +1 for Military Career *or* +1 for 2+ terms in an applicable Civilian Career) - this isn't explicitly explained in the T2k v2.2 rules, but the equivalent section in Traveller: 2300 aka Traveller: the New Era (TNE) that uses the same "GDW home game" ruleset states the bonus is from either one or the other, *not* cumulative (TNE Corebook, page 36).

Experience accumulates *separately* for Initiative (page 139). Given a character is only likely to gain a maximum of two experience points towards Initiative per session, and only if "they perform a particularly outstanding shot or superior feat of melee combat", it's unlikely to gain an Initiative of 10 or more without extended play. 

Effects of Very High Initiative (PCs only)


The majority of starting characters, about two-thirds of regular army characters and all civilian characters (draftees, reservists, volunteers) will have an Initiative of 5 or less - this is referred to as "normal" initiative range and the effect is roughly linear across the mechanics. By comparison, NPCs have Initiative in this range (Novice 1, Experienced 3, Veteran 4, Elite 5). Animals have Initiative 6.

However, a regular army player character with a Term in a combat Career can achieve an Initiative of 6+ about 33% of the time (2 in 6; a roll of 5 or 6 on the D6 roll +1 modifier for career as above) - this is referred to as "very high" Initiative and has three implications which aren't normally available to NPCs if following the RAW (page 139-141).

Initiative isn't just about the sequence of play, however.

1. Sequence


As even Elite NPCs only have an Initiative of 5, a player character with "very high" initiative of 6+ will act *before* every other human opponent they will encounter, and likely the same time as an animal or even earlier.

2. Panic


A character with a current Initiative of 6+ never suffers Panic! as the result of the1D6 roll cannot exceed their Initiative unless they become wounded (page 197).
Whenever a character is knocked down by wound damage (see "Wound Effects and Healing," page 211) or surprised (attacked from an unexpected direction, ambushed, or surprised by an encounter as defined in the encounter rules), there is a chance that he or she will panic. This is not blind panic which sends the character screaming away, but panic which causes him or her to momentarily freeze. 
To determine if a PC panics, roll 1D6If the result is greater than his or her Initiative rating, he or she panics. The PC may not conduct any action for the number of turns by which the die roll exceeds his or her Initiative. However, if the character is forced to freeze for more than one combat turn, he or she may go prone on the second turn and remain there until able to move again. If the character has already conducted his or her action for the turn, the following turn counts as the first turn frozen. If the character has not yet acted in the turn in which he or she panicked, the current turn becomes the first turn frozen.
Animals, although they have an equivalent Initiative of 6 don't use the Panic rules.

To me, this makes less sense to be tied to Initiative and action sequence which is more about reflexes/agility, whereas not freezing up in combat I would have thought would be linked to will and experience. Sure being experienced and not freezing up helps you react faster, but not necessarily the other way around.

3. Multiple Attacks


A character with a current Initiative of 6+ can make *two* actions per round, the second action at the step equivalent to the character's Initiative divided by 2 (rounded down) eg. step 3 for Initiative 6 or 7, step 4 for Initiative 8 or 9, and step 5 for Initiative 10.  

Note: A character whose current Initiative level is reduced to 0 or lower, through Wounds or equivalent debility, may not act that turn at all. A character with "very high" initiative with two attacks that suffer wounds sufficient to drop their current initiative to 5 or less can then only act once per turn, losing their relative advantage.

Analysis


Initiative in Twilight: 2000 works very differently to most RPG games - although it employs a "list" or "statistic" based mechanic best known from classic D&D and derived games (roll a dice, either d6 or d20 and add usually Dexterity or similar characteristic modifiers), it's somewhat unusual in the sense Initiative is a fixed characteristic or derived statistic rather than being randomly generated, awarding initiative to the side that started the fight, using variations of index cards, playing cards or even dispensing with initiative altogether.

The main implication is that the sequence of action is therefore comparatively *static*.

Unless a character is wounded, their Initiative and hence the order in which they act in a combat sequence is predetermined and pretty much unchanged, not just for a particular combat round or combat, but for *every* combat for every session, for the whole campaign. 

Essentially a character with a high Initiative will almost *always* act first and in many cases will even receive a second action during the turn sequence (see above). There's no random element or the possibility of variation which can lead to combat becoming somewhat predictable if there's a chance of a "one-shot" kill due to superior weaponry and/or skill. In Twilight: 2000 this is a very real possibility so acting first every combat has a major consequence and risk of imbalance.

Compare this to the common 1D6 (or 1D20) roll for each side (or character) per combat (or per round), plus optional modifiers found in most games of this era and you'll appreciate the effect.

As noted above, to compound this skewed advantage effect, a player character with a "very high" Initiative of 6+ not only acts first but is also immune to panic and attacks twice in one round - this effectively sets up a major power inflexion below which most other player characters and NPCs are linear in power advancement and above which characters are in a completely different power class.

This may well work for many groups and clearly favours the PCs in an otherwise somewhat brutal and often lethal rules system but it's worth looking at the wider implications before allowing a character with "very high" Initiative in play as they are likely to easily dominate any combat situation in an otherwise more balanced mixed group.

Options and Variations


So maybe it's worth considering a few different options for determining initiative - let's have a look at some of the approaches used commonly in other RPGs and see how they might work for T2k and whether they can "even" out some of the potentially unbalancing consequences of "very high" Initiative characters or otherwise improve the game.

1. Random Initiative


Most RPGs determine initiative randomly with a dice roll, so let's consider that:

a. Random 1D10 once per combat: this is the original Initiative system used in most retro-clone / OSR games based on a certain "original game system" but let's use the description from LotFP (Lamentations of the Flame Princess) because it's well written:
"All player characters roll 1d6 for initiative individually, and the Referee rolls initiative once for each type of enemy they are facing in combat. Then the Referee counts down from 6 to 1 (with each of these units being a Segment of the combat Round), with everyone acting on their particular Initiative Segment. If opposing groups roll the same Initiative number, break ties using the Dexterity modifier. For creatures without a Dexterity score, the Referee can roll 3d6 to determine their Dexterity for purposes of Initiative only. If there are still ties, then all tied combatants act simultaneously." 
So use a 1D10 and instead of using the Dexterity modifier as a tie-breaker, for T2k in the case of a tie the character with the higher AGL (Agility) score acts first.  

b. Random 1D10 roll once per turn: as above, but each character rolls once per turn. 

Both of these approaches allow a random element to determining initiative but result in difficulties with modelling experience unless you make XP in an "Initiative Modifier" and track it separately- characters with an applicable "combat" career Term (see above) or 2+ Terms in Criminal, or Federal / State / Local enforcement add +1 to their initiative Initiative Modifier and then increase it through play as normal from there.

I think it's hard to model Panic using this random approach, however - see the insert below for suggestions on how to do this if you use this alternative Initiative system. This is not necessarily a bad thing as linking Initiative to the chance to freeze or panic has it's implications as noted above.

For either of these options, characters that roll a 6+ for Initiative can optionally act twice in the one turn for the duration of the combat or round respectively at the stage equal to the roll divided by two (rounded down) as explained above. This consequence is a lot more random than the normal rules, reducing the set multiple attack advantage of player characters although still allows experienced characters to deploy multiple attacks.

2. Non-random Starting Initiative


These options are in contrast to "random Starting Initiative" which is the default for T2k v2.2. Both options allow for more player choice in order to determine their character's Initiative.

a. Use Agility: use a character's AGL (Agility) score instead of rolling, modifying by +1 or -1 depending on appropriate military careers or 2+ Criminal / Law Enforcement Terms. Characters that have 6+ AGL can act twice in the one turn. This favours a deliberate approach to character builds but can lead to significant power creep compared to NPCs (maximum Initiative 5) in terms of player characters acting first and having multiple attacks, even if you use a less favourable variant that the AGL required for 2 attacks per turn is increased to 8+.  
This approach doesn't really work for Panic however, so see the insert below for suggestions on how to do this if you use this alternative Initiative system.
There's no way of increasing Attributes during play in the RAW however, so this results in static initiative unless you allow XP to accumulate towards a separate "Initiative Modifier" as noted in the random options above which complicates the approach.

b. No. of Military Terms: in the 1st edition of T2k Initiative was modelled in a complex manner using a mechanism called "Coolness Under Fire" (T2k v1.0 Player's Manual, page 8), which determined how many of the 5 rounds in any combat turn a character hesitated, so a low score was better. The result for "Coolness Under Fire" was mostly random and still based on 1D6 (subtracting from 10), but there was a link between time in combat and better "Coolness Under Fire" that was lost in the move to 2nd edition. Military terms don't quite equate to military experience base (MEB) or time in combat however.
Linking Initiative to the number of *military* terms is an option, although this tends to favour military characters significantly over those with civilian backgrounds as using this method civilian characters will almost always start with Initiative 1 unless they're in the reserves or spent time in law enforcement. As most characters start with 3-5 Terms, so this will typically result in comparable Initiative levels to NPCs.  As usual, characters with an applicable "combat" career Term (see above) or 2+ Terms in Criminal, or Federal / State / Local enforcement add +1 to their Initiative total.
For this approach Panic and multiple attacks (characters with Initiative 6+ can act twice per turn) are worked out the same as usual and accumulated experience can increase the Initiative score after play. 

Of the two options, the AGL based one is perhaps the most intuitive but requires a separate method for determining Panic, whereas the second option ties turn sequence, multiple attacks and the risk of freezing strongly to actual military experience, which I think makes sense.


Coolness Under Fire in T2k v2.2: How to Panic Better (or Just the Same)



The first three alternate approaches above (options 1a, 1b and 2a) work for action sequence (and multiple attacks) but break the mechanic used for determining Panic. This isn't necessarily a bad thing as the concept of acting first / multiple times and not freezing from panic don't need to be linked, but I think Panic is a core part of the T2k combat experience to retain.

The simplest approach to this is to just use the old T2k v1.0 concept of "Coolness Under Fire" and determine it using the rules normally used for Initiative eg 1D6 roll modified by regular vs draftee/militia/volunteer status and specific military and civilian terms. This probably works better for the random initiative approaches rather than the AGL based initiative option.

Using this option, instead of gaining Experience in just "Initiative Modifier", characters also gain XP towards their "Coolness Under Fire" score, which adds another score to track, unfortunately as the options above suggest the use of XP accumulating towards an "Initiative Modifier". One option to offset this is to award experience each session that can be used for *either* "Coolness Under Fire" *or* "Initiative Modifier*.

Variant: use Military Terms to determine "Coolness Under Fire" as per option 2b above when using one of the other Initiative methods (random or AGL based). This makes sense and not only separates turn sequence from the risk of freezing but also factors in combat experience.

Conclusions


Initiative in T2k v2.2 is much more than just a determinant of the action sequence.

If STR (Strength) is the most important Attribute in game for most combat because it's linked to the most combat-related skills except for the AGL based acrobatic unarmed combat moves, then in the default game Initiative is likely a close second to have a high score in for a combat build character, but *not* by spending build points in AGL (Agility) like most other games as a good Initiative score is mostly determined by military Career choice/timing and chance.

The random generation of Initiative potentially sets up not just an unpredictable gradient between combat oriented and non-combatant characters, but also a "two-tier" effect with combat oriented characters where some otherwise equal PCs will randomly have additional abilities based only on an arbitrary initial die roll. To me, this takes away player agency and enjoyment so I've suggested some options above that might help offset this effect.









Saturday, May 25, 2019

Twilight: 2000 Character Creation - Welcome to Hell? (Maximum Starting Terms)

In the first post of this series, I commented on the "Careers" section of the T2k v2.2 Character Generation process and posted an example of the spreadsheet tabs of "Skills by Term" I used to help develop the various pre-generated characters in line with the "archetype" concepts I wanted. To fully develop character concepts I determined the number of "Terms" in advance but realised that the random nature of the "War Breaks Out" mechanic Term by Term could be problematic, although for some this is a core part of the "randomness" and feel of the game. I have worked out a different way of determining Total Terms *before* Skill selection so that a player has more agency when developing their character as although in Twilight: 2000 the character won't die during character like in some GDW games, not knowing the total Terms at the start of skill selection has its drawback for some players nonetheless...

So When Does War Actually Break Out?


The War: At the end of each term, roll 1D10. If the roll is equal to or less than your current term number, war breaks out (i.e. war breaks out at the end of the first term on a roll of 1, at end of the second term on a roll of 1 or 2, etc.). - page 23, T2k v2.2 corebook

Looking at the cumulative probability from the table below, most starting characters generated using this default random method will have 2 or more career Terms (age 25+) and half will have at least 3 Terms. Only 15% of characters will be more than 5 Terms, the maximum number of Terms is 8 and the "average" character is around 3-4 Terms.

Cumulative Probabilities of War Breaking Out...

Apart from a couple of AGL ageing checks that have no major combat consequence even if failed, there's an inherent random difference in the power range (Skills) and resources (starting equipment) which can lead to an unbalanced player group. Of course, a Referee can always require players to create characters with a set number of terms or a range eg. 3-5 Terms to maintain a similar power level and age range across the group.

A Simplified Mechanic


Using the cumulative probabilities above, I calculated the below "single roll" table for either percentile roll or a single D10 roll - as constructed the latter provides a slightly higher chance of 6th and 7th Term starting characters but forgoes the possibility of an 8th term character:

Optional: Single Roll Starting Terms

This maintains the randomness of the original RAW but I think it adds value as a player knows at the start of the Career / skill selection section how many terms they have to realise their character.

Summary & Conclusion 


So taken together, we now have 3 potential character creation options:
  1. Classic: default "roll after each term" method 
  2. Modern: choose an arbitrary number of terms
  3. Revised: single roll for maximum terms 






Sunday, February 3, 2019

The Little Engine that Could (Steam Locomotive Vehicle for Twilight: 2000)

"I think I can, I think I can..."

Similar to the previous "A Typical Adult Human" Vehicle Card, I created this summary to assist with running a steam locomotive in a T2k v2.2 campaign using the Poland Hexmaps. You'll need the additional rules from the Going Home supplement, but I think this is still a useful resource.

While researching this, I found a couple of useful resources, the first being the website of the Warsaw Railway Museum (the main site is in Polish so may need Google Translate) which is probably the corresponding real-life location of the PKP yard presented in the module. Wayne from the Twilight 2000 MeWe group over at his Polish campaign website is considering using this as the source of the steam train for his players.

The museum is sited at the old main railway station terminus in the western suburbs of Warsaw and not only does it have a number of steam locomotives, but it also has some diesel and electric trains, including a WW2 era German PzTrWg16 armoured train:

PzTrWg16 Armored Train at Warsaw Railway Museum

Armed with old Soviet T-34 tank turrets (See p40, Soviet Vehicle Guide) that could be retrofitted to more modern cannons with available ammunition, it would be interesting to hook this up to the steam locomotive, probably with the redundant diesel engine removed to save on weight, to run the gauntlet of the Warsaw-Poznan-Frankfurt line that looks to be the default route the player group would take through to the relative safety of Germany... 

Another interesting resource is the Chabowka Rolling Stock Heritage Park at Skansen about 40km south of Krakow (Hex 7627). This similarly has a whole lot of old locomotives and rolling stock and could make an alternative starting point for a group interested in a rail adventure rather than cruising down the Vistula - the smaller railroad tracks northwest through secondary lines to Opole and then onwards to Wroclaw, connecting up with south of the "Major Railways - Poland" map from Going Home.

The third train resource is the Socachew Narrow Gauge Museum - this is to the west of Warsaw (Hex 7413) and similarly has a collection of almost 200 locomotives and rolling-stock but these are all *narrow gauge* and not usable on the main rail networks without conversion, which is difficult without cranes and other engineering equipment. There's a remnant narrow gauge line that covers about 18km that heads north from Socachew through the Kampinos Forest to the village of Wilcze TuĊ‚owskie. One of the locomotives might have been salvaged for local civilian use but it's more an oddity for a player group given the limited range of track available.






Monday, December 24, 2018

Twilight: 2000 v2.2 PreGen "The Doctor"

Think “Bones” McCoy, but think it in Polish and without the Vulcan slander.

Kapitan "Sice" BrzeziĊ„ski, 41 year-old Male Polish medical officer



Attributes


STR 4 CON 7 AGL 4 EDU 8 CHA 4 INT 6
Age 41; Weight: 80 kg Load: 33 kg Rads: 16

Combat


Init: 4 Melee: 0 Throw: 16 m
Head: 14 Chest: 33 Abdo: 22
R Arm: 22 L Arm: 22 R Leg: 22 L Leg: 22

Skills


STR Autogun 0 / 4
STR Grenade Launcher 0 / 4
STR Small Arms: Pistol 2 / 6
STR Thrown Weapon 1 / 5
STR Unarmed Martial Arts 1 / 5

CON Swimming 1 / 8

AGL Ground Vehicle: Wheeled 3 / 7

CHA English 6 / 10
CHA German 4 / 8
CHA Polish 10 / 14 (Veteran)
CHA Leadership 2 / 6
CHA Persuasion 1 / 5

INT Observation 4 / 10

EDU Biology 3 / 11 (Experienced)
EDU Chemistry 5 / 13 (Veteran)
EDU Computer 3 / 11
EDU Medical: Surgery 13 / 21 (Elite+)

Equipment


Allowance: $4,500 unspent
Gold Pieces: $2000 in cache

Basic Load (Polish): US army fatigues, doctor's medical kit, gas mask, surgical tools, old Polish army fatigues and surgical gowns.

Armor: Kevlar helmet.

Weapon: P-61 pistol

  • 6 x 9mm M 8-round magazines

Cache

  • 5 personal medical kits, $5000 worth of unspecified medicine and supplies
  • concealed UAZ jeep with Polish markings (Wear Value 2).


Design Notes


Concept: the good doctor and dedicated Polish pacifist.

Role: a superb medic but poorly capable and unwilling combatant, his language and observation skills make him valuable beyond his surgical role. There is enough justification for his inclusion in an “away team“, although if he is injured or killed this risks his vital support role. Regardless of how he is persuaded - perhaps through the promise of obtaining rare medical supplies, it will be with definite reluctance on his part!

Variants: 

  • “B-Troop” Variant: minimal changes required other than cosmetic or flavour, this build can be shifted to German or another nationality with minimal change except for changing the default languages and basic weapon. For a Polish US version, just flip to English 10 and Polish 8, dropping to German 2 and adding back in the extra base US skills (Armed Martial Arts 0 and Tac Missile 0) and change to the usual M9 American pistol.
  • Soviet Defector: another mainly cosmetic change, just flip to Russian 10 and a PM Makarov. Note: given Captain "Molly" Warren's antipathy towards Russians this is better suited for a co-opted medic character or an "Opposing Force" campaign.


Note: there are not a lot of other options for this build as focussing on optimising Medical Assets requires a very specific Term progression sequence and is difficult to vary to another EDU based build. I may need to create another Civilian Term "Professor" build with Undergraduate, Graduate x2 and Professor to create a scientist specialist default.

Design Calculations


Method: 32 point allocation method; Init roll 4, Init roll 4, Rads roll 2; no age loss of STR or AGL

Background: English x2, German, Ground Vehicle: Wheeled
5 Term(s): Undergraduate, Medical School, 2x Medical Doctor, 1x Medical Officer (Doctor)
Secondary Activities: Activities: English x2, German, CON +1
War Term: 1x Medical Officer (Doctor; regular x2 skills)
Promotions: 3rd (na, Computer), 6th (Captain, Leadership)

Contacts: 1 academic (Polish), 5 medical (2 foreign ie US), 2 military (Polish)

Equipment: access to full trauma facilities and medical clinic in Dobrodzien.



Tuesday, December 4, 2018

Twilight: 2000 v2.2 PreGen "The Heavy"


“I like big guns, and I cannot lie…”, with apologies to Sir Mix-a-Lot circa 1991. Think Mac Eliot from the Predator film, or even the HWG from TF2, but think him with an Irish accent... just because.

Spec 4. Desmond "Deacon" James, 30 year old Male American

Attributes


STR 10 CON 4 AGL 8 EDU 4 CHA 4 INT 4
Age: 33 Weight: 88 kg Load: 42 kg Rads: 12


Combat


Init: 3 Melee: 5 Throw: 40 m
Head: 8 Chest: 42 Abdo: 28
R Arm: 28 L Arm: 28 R Leg: 28 L Leg: 28


Skills


STR Armed Martial Arts 0 / 10
STR Autogun 6 / 16 (Elite)
STR Grenade Launcher 1 / 11 (Experienced)
STR Heavy Gun 2 / 12 (Experienced)
STR Mechanic 1 / 11 (Experienced)
STR Small Arms: Rifle 4 / 14 (Experienced)
STR Thrown Weapon 1 / 11 (Experienced)
STR Unarmed Martial Arts 5 / 15 (Experienced)

CON Climbing 2 / 6
CON Small Watercraft 2 / 6
CON Swimming 3 / 7

AGL Ground Vehicle: Tracked 2 / 10
AGL Ground Vehicle: Wheeled 1 / 9
AGL Gunsmith 4 / 12 (Experienced)
AGL Machinist 3 / 11 (Experienced)
AGL Tac Missile 0 / 8

CHA English 10 / 14 (Experienced)

INT Survival 2 / 6

EDU Electronics 1 / 5
EDU Metallurgy 1 / 5

Equipment


Allowance: $8600
Gold Pieces: $1000

Basic Load (US): US army fatigues, pack, shelter half, gas mask, combat webbing (ALICE); sleeping bag, flashlight, personal medical kit, thermal US army fatigues.

Armor: Kevlar Helmet & Kevlar (Ballistic Nylon) Vest

Weapons: 

M60 Machinegun with included bipod / NLT 
  • 6 x belted 100 7.62N rounds, 180 loose 7.62N rounds
Bayonet

6 frag grenades
2 smoke grenades

Cache

NATO Medium Tripod.


Design Notes


Concept: a big guy that is really good with big guns and his body. Pretty simple really.

Role: this character is a heavy grunt / human tank, able of withstanding a high amount of punishment and deal out a great deal of damage in return, accessing various heavy and vehicle mounted weapons (such as a M214 6-Pac gatling), tank guns, or even just his body. A secondary role is as a gunsmith, although can be a backup driver or operate small boats effectively.

Variants: 

  • Anti-tank specialist: a supportive fire variant created by switching Armor Terms for Infantry. Drop Heavy Gun 2 and replace Autogun 6 with Autogun 3, Forward Observer 1 and Grenade Launcher 3. Increase to Small Arms 6. Replace the M60 with standard M16 (or M177 carbine) and underslung M203 and a selection of M72 LAWs / M136 (AT4)s or a M3 MAAWS / Carl Gustav recoilless rifle.
  • TOW specialist: a less versatile variant able to use Tac missiles might be a specialist option by trading Armor Terms for Infantry but at the loss of overall effectiveness, given the rarity of these weapons in the post Twilight War setting. Drop Heavy Gun 2 and replace Autogun 6 with Autogun 2, Forward Observer 1 and Tac missile 2. Increase Grenade Launcher to 2 and increase Small Arms to 6. Replace the M60 with a M177 carbine and several TOW2 missiles (the launcher usually being part of a starting vehicle such as a Bradley or variant Hum-Vee) or more likely a cheaper Tankbreaker and several missiles.

“B-Troop” Variant basically the same character mechanically as one of the options above but the option of switching his background to West German or Austrian. This necessitates only flipping his main language and dropping the US default skills of Armed Martial Arts 0 and Tac Missile 0, and I'd suggest Electronics and Metallurgy should be dropped to allow for English 2. His weapon then shifts to a MG3 machinegun.

Design Calculations


Method: 32 point allocation; Init roll 6/2 = 3 (reserve), Rad roll 2; active reservist grants Autogun +1

Background: Survival, Small Watercraft, Unarmed Martial Arts x2
3 Term(s): Technical College, Armor, Factory Worker
Secondary Activities: STR +2, Climbing, Swimming
War Term: Armor (reservist x2 skills)
Promotions: none

Contacts: 1 specialist (Gunsmith), 2 military, 1 business

Equipment: consider upgrade M60 to MAG. Add a LAW or two perhaps and some rifle grenades.

Sunday, November 25, 2018

You're (Not) On Your Own, Well Not Anymore... Pregens for Twilight: 2000



... Shortly before sunup, Polish armored vehicles entered the division headquarters area. The division commander radioed in the clear to all units: 
"Good luck. You're on your own, now." 
The above, taken from the T2k v1.0 "Escape from Kalisz" Adventure Handout, is the canonical beginning of a Twilight 2000 campaign (and in fact the last sentence is the name of the only T2k fanzine I'm aware of). It's a grim start for some, introducing the "Poland sandbox" play-style that marks the first run of modules in the game, culminating in the classic finale Going Home.

One of the main barriers to starting a Twilight 2000 campaign in my mind is, in fact, this YOYO effect (ie. you're on your own)  - the unfamiliarity of the game system to most, both due to its venerable age and it's non-d20 roots (in the sense of the OGL d20, as T2k v2.2 does use a d20). It's also quite complex and detailed - some would say that's a large part of its charm but I think this is something that contributes to the steep learning curve for novice players and GMs.

These are not characteristics unique to Twilight 2000 by any means, rather they are common limitations of older style games from the time before the technology and craft of game design had matured to the modern sensibilities of today.

Pregenerated Characters


A strategy sometimes used by more modern RPGs (but also interestingly enough, commonplace in older original RPG modules designed for "tournament" play and some newer OSR offerings) is the use of pre-generated characters (aka "pregens") covering the basic archetypes.

This approach allows a ready supply to the PCs for a "Quick Start" or to illustrate the final product of character generation to make it easier for new players. Even if not used for those purposes, these "pregens" can help round out the roster of smaller groups with a small cohort of backup support characters in the event of an untimely character death and/or provide ready to use potential henchmen, followers, and hirelings.

Oddly, although both editions of the game had basic rules for generating NPCs of different ranking (Novice/Expert/Veteran/Elite) and some basic guidelines for combat opponents and supporting cast (including an excellent card-based "motivation" generator), I haven't yet found a supplement with properly statted pregens, which seems an oversight looking from a more modern perspective.

But not everyone likes pregens I hear you say - often on the basis they "lack character"...

During my time writing for Atlas Game's Ars Magica 5th edition (aka ArM5), many of us adopted an approach of creating a base character or creature (particularly for supplements containing a lot of minor NPC archetypes such as Covenants & Grogs, in my case more for the various jinn of The Cradle and the Crescent) and providing customisation notes that allowed individual players. By providing a few variations to the base worked out "template character", this provided not only an expanded roster but also inspiration and to some extent licence to "kit bash", "hack" or otherwise "mod" the stock pregen into something that a player could identify with as their own as "theirs".

I think this approach has promise, so it's something I tried to bear in mind and incorporate into the final design when I generated a handful of pregen T2k v2.2 characters a few years ago as a side project for my ArM5 blog, My Life as a Grog, but I'll dust them off, tweak them according to the active philosophy and post them here for more general use.

Looking through my notes I have the following archetypes to be posted:
(and this post can act as an index as I upload the specific base characters)


So remember, #YNOYO (You're Not On You're Own)...