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#1
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Finally, after almost 30 years, I get the chance to run Twilight again.
In the '90s, Twilight/Merc:2000 was our go to game. I recently sold my (new) group on the idea of trying it once again. The scenario is based on a book I read years ago, about the Battle of the Alamo. In it a group of mercenaries are sent back in time to help the Texans win the fight at the Alamo. Guess who gets to time travel, even if they don't know it yet.
We will be using v2.2 rules. Does anyone have any suggestions for a very rusty GM? |
#2
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Tips
Reread the rules! You'll want to go through the system and run a couple of firefights to remember how every thing works. There are a couple of good referee aid tools on Drive-Thru RPG for combat flow you may find helpful.
Play session wise, when I started my campaign last year, it was really helpful for me to draw all over a map to see where units were, and what was around the players, so when they went in an unexpected direction, I had an idea what they'd find. |
#3
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The mercenary team concept for the story actually gives you a perfect way to introduce the players to the combat rules, too. Before they embark on their mission, run their PCs through a training force-on-force gunfight. Use the rules as written, but in-universe, everyone is firing Simunitions and wearing appropriate PPE.
- C.
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Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#4
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Thanks for the replies. I've been reviewing the rules for a while now.
Heading over to Drive-thru. |
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