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Merc 2000
Okay so this brain drop comes from some discussion on the Discord channel and some emails with a couple of friends who were big into T2k.
The bastard child of the system is Merc 2k. It wasn't really given a chance to blossom as an alternative to the bleakness of T2K. Here are the books that were published for it and note it was designed to work with V2.0 and V2.2 rules. Not sure how easy it would have been to convert to V1.0 rules of the core T2k.
So with all that said, my question for debate on the floor is this: Was it a good addition to the rules as we had them? Did it provide something for players to get their fix of the game engine without having to deal with nuclear weapons and still not be under the thumb of military leadership. Or was it a complete waste of time and effort by GDW? My own personal view since I had it, Special Ops addition, Bangkok, and the Gazetteer; is that it was a fun and different challenge for us when I played the game as a teenager. If we wanted to do some A-team like adventures or some Mack Bolan/Stony Man cheese adventure novels it worked great. We use to break it out and either do a quick one shot or even a mini-campaign when our GM or even us players hit a wall in our current T2K campaign. Question 2: So does this deserve a reboot sometime or even a fan made new source book taking in the modern era of the post 2001 environment and entities like Blackwater, Aegis Defense Services, or Paladin Group?
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Hey, Law and Order's a team, man. He finds the bombs, I drive the car. We tried the other way, but it didn't work. Last edited by Southernap; 03-24-2021 at 12:42 AM. Reason: fix some typos |
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