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#31
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FYI blocking the Suez Canal is already part of the V2.2 canon - ie the Soviet nuclear strike at one end of the canal blocked the exit due to the sunken ships and other wreckage for several years
And I agree that a game that is realistic must have its details and it’s timeline much better thought out than a fantasy RPG - there aren’t any dragons or giants running around but there are a hell of a lot of people that have fired an M16 or AK. Or who have been part of a helicopter assault. Or for that matter people like me who have worked on US equipment and know that the Bradley and M1 can fire on the move and should have no penalty at all as long as their fire control and stabilization systems are working to do so while Soviet tanks can’t do that. Last edited by Olefin; 05-03-2021 at 01:46 PM. |
#32
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Fair point, but I reckon that the segment of the RPG market with hands-on military experience is considerably smaller than the one without.
Any game designer that intentionally markets its product primarily to ex-military consumers risks losing out on a much larger market. That doesn't seem like the best long-term strategy for sustaining sales. And a game that actually favors real-world experience that isn't universal sort of self-imposes barriers to players that lack said. For T2k, some potential players may not want to play with military vets because they don't want to feel ignorant, or be patronized by players with more applicable real world experience. I played with and Ref'd for the same combat vet and he could be a bit of a know-it-all at times. Although I appreciated some of his knowledge and wisdom, the "well, actually..." bit got old really quick. Add in IG rank, and a game could end up getting pretty un-fun pretty darn quick. With fantasy or sci-fi games, assuming no one has more experience with a giving setting or rules system, everyone pretty much starts out at the same starting point. -
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module Last edited by Raellus; 05-03-2021 at 09:09 PM. |
#33
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I've had the personal opinion that by 2000, most people still alive have a weapon around someplace. The big problem is cartridges for the gun they have. In the US, there are a dizzying array of gun calibers that will be floating around, while in Mexico or even Europe the selection will be somewhat more limited, which should make cartridge scrounging at least a bit easier.
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#34
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#35
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WRT how much of an impact IG rank and OOC military experience have, personally I think this depends on each individual's gaming group and whether you’re playing face to face or playing by post online. Face to face I’d imagine it’s probably not an issue - everyone knows each other, presumably gets on with each other, and can read each other’s body language. Online it’s not always like that. You’re bringing together a random group of people who may not all know each other at the start of the game, and while the GM can lay out his vision of the game, not everyone hears the same message. As I said earlier, when it's done well rank doesn't cause any problems. But when it's done badly - usually when one player thinks they are somehow entitled to tell other players what to do - it can wreck a game pretty quick. In general I don't think most gamers want to play a game where they're told what to do all the time. If people's perception of a military game (any game with a hierarchy really) is that that's what's going to happen then I think that's a barrier.
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Author of the unofficial and strictly non canon Alternative Survivor’s Guide to the United Kingdom |
#36
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There are always ways to create house rules to address perceived errors or shortcomings in the RAW. There aren't, however, ways to normalize the real world experience (or lack thereof) of the players. Even when two players may both have the same former background, they're individual experiences may be vastly different. My own experience? two different classes of submarines as a reactor operator. Both of them going into decommissioning, with one Westpac, an augmentation to go to schools during an Eastpac, one ORSE, one TRE, one TWP, and a POMCERT, plus a bunch of local ops. Port visits in Chinhae, Guam, Sasebo, Brisbane, and America Samoa. Swim call in the Panama Canal. During the Eastpac, when I was back in Pearl Harbor going to schools, other guys in my division were doing port visits in Nanaimo, San Diego, and other spots on the west coast. I missed those experiences. Other guys started back during our Westpac and missed those experiences. How do you gel that into a consistent overarching framework for an RPG? I think you can look at the chargen and allow some customization, with the packages of skills being the baseline. If I were to try and build a version of me using the RAW, it would be very difficult to do so with any semblance of reality. There are no one-size-fits-all solutions. When someone who is a veteran does the "yeah but..." thing, it's going to have to be a matter of mutual agreement in how to get over the difference of their past reality vs a shared pretend reality. One could even do the same thing with civilian professions. Guys in my gaming group besides me: light rail train conductor, police officer, and a former air force police officer now in nursing school. The two cops? Vastly different experiences - one dealing with urban decay as a state transit cop and the other in charge of security of aircraft that he could neither confirm nor deny were our weren't armed with specials... But - get them in the same room, and you can see the similarities. We once spent half a gaming session as the two of them debated the merits of each other's service pistols - the transit cop passing around his (confirmed unloaded) new issue sidearm (and the subsequent "Wow, you just violated *every* rule of firearm safety" after the train conductor handed back his pistol...) I think *that* is the key. Find out how your players can all relate to their characters, even if the reality is different from the game. If all in agreement, then using house rules should study 6 those with the experience while those without won't be the wiser. My example of the M16A2 vs M16A1? We house ruled in V1 based upon real world cyclic ROF. We averaged the cyclic ROF at 825 rpm for the M16A1 and 800 for the M16A2. As a result, we assumed M16A1 could fire 13.75 rounds per second, which is 4.58 "shots." So, we upped the ROF for an M16A1 to 5, with the M16A2 at 4.4 "shots" which rounds down to 4. Everyone was happy - the player who has actually fired an M16A2 gets a better understanding of the rules intent, while also satisfying his need for differentiating from the M16A1. That also allowed another player who was playing a ARNG character could be outfitted with an older M16A1, representing the typical ARNG and reservist use of older outdated gear as compared to active duty army... |
#37
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Yeah, that's pretty much it. I've worked as a military contractor and on a number of training systems/aids over the years. I've worked with a lot of SMEs on a lot of topics; everything from doctrine-level down to CQB and vocab on radio calls.
Difference between a good, smart SME and a bad one? The smart ones would say right away "Look, everyone has their own way of doing this and they're all going to tell you it's the only way." |
#38
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The problem with people who are considered experts is two-fold. First - the bricklayer's fallacy usually pops up. The second one is that expert opinion is almost always flawed when taken out of context or misinterpreted by the layperson. I guess it will depend on just what level of detail all the players are interested in. My opinion is that you really need players who are closer to the bean-counter end of the player spectrum of you want to keep track of what should be incredibly scarce resources. The average D&D player isn't going to be able to handle that type of "configuration management" (even though they'll do it while counting their gold and detailing out the requirements for a magic item or spell...) Lots of players don't get that the tedious list of items packratted away in the stryker or MRAP is actually their treasure horde... Last edited by 3catcircus; 05-04-2021 at 06:01 PM. |
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#40
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Are You Experienced?
Our forum community seems pretty evenly split between those with at least some first-hand military experience and those without.
https://forum.juhlin.com/showthread....y+service+poll I have a feeling that most game fan demographics skew much more veteran-lite/civie-heavy. I wonder what it is about T2k that attracts veterans. In a bit of an aside, I'm really curious why a combat vet would want to RP being a soldier in a military-themed war RPG. Like, how many plumbers want to spend their free time RP'ing being a plumber in a home repair RPG? -
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#41
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Luckily, I work in an industry that is veteran-heavy where people of my generation are "work the job, not the clock" types who have a sense of urgency in what we do. That culture can rub off on people - employees who've never served end up either that they "get it" or they move on to a job that requires less of them. Last edited by 3catcircus; 05-05-2021 at 08:37 PM. |
#42
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- C.
__________________
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 |
#43
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#44
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Ever heard of the term "busman's holiday"? There's a YouTuber who does a lot of railway simulator games - whose day job is a train driver. Indeed, much of the heritage railway community is filled with active or retired railway staff.
As for barriers to entry; the character creation process isn't exactly fast. |
#45
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The single biggest challenge is the generation of equipment. A tool that generates a random amount of kit with options to decide some things being guaranteed (e.g. a us army character who is enlisted in infantry branch always gets an M-16 or M-4) would be helpful. |
#46
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On the other hand this is the T2k13 char gen process I thought about building a character maker (why else build a flowchart), but at a minimum providing something like this for a map (with decisions and page numbers) is something every complicated system should do. |
#47
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A list of "this is all the standard issue kit a soldier in this army gets issued" would go a long way. |
#48
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Kato, when you diagram it like that, all I can say is, "it made more sense inside my head at the time."
- C.
__________________
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 |
#49
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I don't care about the number of steps but the jumping around in the book was a little confusing. I know publishing has to be flexible, but after the final print is approved something with page numbers like this could be useful. That is why I built it. |
#50
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#51
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Good to see you posting again, by the way. As far as the organization... fair criticism. More cross-references and a different overall organizational scheme would have been good. After doing all the layout for the weapon and equipment tables, though, I think Keith might have put out a hit on me if I'd asked for any more InDesign tinkering... - C.
__________________
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 |
#52
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#53
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The military theme has probably been stronger. 1) I have a reputation in my RPG groups as a wargamer, so there may well be a fear of "not doing it right", that I'd wipe the floor with their group with my superior tactics? 2) Very few of my friends really care about war and military things to begin with, so a game in a military setting has no pull. Regarding rank: That may be a thing, but I've gotten some discussion about that whenever a pirate-themed D&D game came up, or a Traveller or Star Trek game. In my groups, the understanding has arisen that the captain of a ship (by extension, an officer in T2k) really shouldn't boss around other PCs, or there could be an NPC captain, open to suggestions. My most recent experience with T2k has been at the annual Origins convention, and my groups have been about 75% guys who played T2k back in the day, 15% spouses or kids of same, and 10% people who'd only heard of the game, no military experience. I'm happy to say that I've gotten repeat business from the last group, they seemed to enjoy the tactical play of the game. That said, those have been one-off events, mostly on planning and shooting, very little of the logistics of survival.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#54
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What's Twilight 2000?
Perhaps the biggest barrier to new player entry for T2k is simply not knowing about T2k. Consider the age of the game. T2k v1 was released in 1984 or thereabouts. v2.2 in 1993. IIRC, the last new printed material for v2.2 was released in '95 or '96. So, Twilight 2000 was essentially a dead game for about 15 years or so, until T2013 came out in 2009. That version had a tragically short run (I don't know this, but my impression is that the printing was relatively small as well), so its impact was pretty minimal. After that, T2k was essentially a dead game again, for another decade or so. This all means that potential players born after the end of the Cold War would have no reason to even know that T2k existed unless they were into Cold War military history and happened upon some obscure internet forum dedicated to an essentially dead game (i.e. T2k).
That's why the release of v4- regardless of how O.G. fans feel about it- is an important event. It might draw folks who've never heard of T2k into the fold. -
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module Last edited by Raellus; 05-28-2021 at 12:36 PM. |
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