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Originally Posted by Adm.Lee
[Caveat: I've read the alpha and skimmed the beta and final PDFs]
To me, this edition seems to only support a "one-time" rather than a "one-shot" campaign.
Relative to the Polish start point:
- you start with the 5th MD getting overrun, but it's only a few dozen kilometers back to friendly lines (although the impression is given that the Soviets are still advancing, so the number of km in question might be increasing by an indeterminate amount). Scant detail* is given on where the hostiles and friendlies are, and less on where they are going.
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Same as it ever was? I'll give you that older editions included a little more info on what the various divisions are up to, but it wasn't much.
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- The random encounter table uses a a deck of cards, with little reusability. ("Eight marauders with an RPG on a sunny day. Ho hum, GM drew the 8 of Spades again")**
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I agree, I don't love this setup. It's straightforward but inflexible. It IS terrain-based, actually, but not in a way that's particularly efficient at the table. I find it more useful for skimming through and stealing elements from occasionally.
However, what they did add at the very end is a Solo section, which I feel is terribly misnamed -- so maybe you skipped it. In there are all kinds of nice easy tools to help GMs drum up encounters and scenarios that are useful for all sorts of games, not just solo ones. I use these things all the time.
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- There are no alternate locations for PCs run to, no Free City of Krakow, no Markgraf of Silesia, no guerrilla legions of the Polish Free Congress, no pocket of the US XI Corps. The only direction for the PCs to go is west.
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How ever did anyone manage to play 1st edition before years worth of supplemental adventures came out??? /s
The PCs can obviously go anywhere they want. There are NATO troops to the East and North as well as West, if you want to do a rescue mission or something. This is very clearly spelled out in the book, and clearly indicated on a map, don't know what to tell you there.
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All of this made it seem like this T2k is a "one time" deal. You start HERE, and the Obvious Goal is to go THERE. Full stop, end of story. You've played all of Twilight:2000. Go buy another game, this one is wrung out and done.
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If that's as far as your imagination or interest takes you, then sure. This complaint would apply to every other edition of T2K to pretty much the same degree (not to mention a huge number of other RPGs on the market in every genre). Yet they have all succeeded to some degree or another because they provide a sandbox for you to bring your own ideas to.
And of course, since you clearly have much more experience and knowledge of the OLD T2K setups and encounters and adventure hooks -- well, there's sure nothing to stop you from bring all of that knowledge to the table. That's what I've been doing.