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Old 04-15-2012, 09:33 PM
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I think such a thing would work well for a Merc campaign. I personally did something similar as a young man when I created a fictional Latin American country in the throes of revolution. It was a real mess, rival branches of the military, the rebels were better armed than the government, and the US was reluctant to offer too much aid, because even though the rebels were communists, the government factions tended to use the weapons provided more on each other than on the rebels.
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Old 04-15-2012, 10:54 PM
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Not the only one -


Its one of my secret hobbies. Go forth, figure out what the ideal squad is, from that, the ideal platoon, then company, and so forth - all the way to how many trucks, how many beans... basically as much detail as I could possibly find.


Remember back in HighSchool I used the US Veh. Guide and the rest to figure out how much of every thing you need to move a US Cav Div 750km, while going through three loads of ammo. So trucks, fuel for the same, trucks to carry the fuel for the above, and so on and so forth.

Now days I just get into more detail.
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Old 04-16-2012, 12:45 AM
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A thread I started here a while back...
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Old 04-16-2012, 02:37 AM
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I created one such place called the Parliamentary Republic of Central Africa (PRCA), or the Centrality for short. The Centrality arose during the unrest that accompanied the independence of the Belgian colony of Congo. Originally, the nation controlled only the former Congolese provinces of Nord-Kivu, Sud-Kivu, and eastern Maniema as defined by the Lualaba River. From independence in 1961 to victory over a set of Soviet-backed enemies in 1996, the Centrality experienced a remarkable rise from poverty-stricken Central African backwater to one of the better-developed states of sub-Saharan Africa.
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Old 04-16-2012, 05:19 AM
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Not so much for Twilight2000, but for TravellerTNE yes, all the time, for every world the players could get to. Multiple nation states on all the balkanised worlds even.
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Old 04-16-2012, 08:54 AM
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When I was at OSU, some of the alums thought about a minis campaign called, "Banana Republic." The idea was that two or more fictional countries in 1946 wanted to buy up lots of WW2-surplus gear to go to war with each other. What's your perfect fighter plane? Tank? Battleship? When we saw that everyone wanted mostly American gear, tanks aside, that boiled down to arguments on what's better. It never got played, but it seemed a neat idea.

When GDW released the First Battle series of games (1950s-modern, squad/vehicle per counter) which included a point-buy system for scenarios, my brother and I started with the People's Republic of Ruritania vs. the Kingdom of Graustark. That never really developed, unfortunately.

I have mused about doing a post-WW1 (or post-WW2, or pre-WW2 pulp-style) campaign using T2k rules and/or modules. I think a fictional country or two would be more useful than a historical country, since myself and one or more players would be saying, "But that's not how it happened!" Poland came together really quickly in 1918, too fast for much of an RPG, in my opinion, but some other country in about the same place, caught between German troops that haven't left yet and Bolshevik armies with British/French naval aid and advisers.

Raellus: I like your descendants-of-pirates socialist state, I've noodled off and on about something Caribbean for a pulp-era game (jungle, dinosaurs, pirates, aliens, etc.).
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Old 04-16-2012, 10:43 AM
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A good place for fiction countires is RECON RPG by Palladium Books, they released a good revisied copy with a few countires in the back, not a bad gaming system too
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Old 04-17-2012, 12:12 AM
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Quote:
Originally Posted by Badbru View Post
Not so much for Twilight2000, but for TravellerTNE yes, all the time, for every world the players could get to. Multiple nation states on all the balkanised worlds even.
Same here (and working a lot of 2300 AD into it).
For Twilight 2000 i have folder named "Oceania" where i collect some ideas about a chain of islands in the 2020īs.

A small new "nation" of former survivors from nearby parts of the world (Japan, Australia, New Zealand, diverse groups of the south-chinese sea, some crews of former US-warships, etc.).

The intention of this is to convert some original ideas/scenarios of the TNE-"Starvikings" to the T2k-universe.
I started with that idea at a time, when i did not own any original Twilight-material at all. But i had some TNE-material and WANTED to have T2k instead.
And TNE is basically the postapocalyptic version of the remnants of the Imperium.
It still appeals to me, to work with the basic idea.
You know... Twilight 2000 with shipbased privateers (pretty similar to Raellus pirate-based idea in southamerica), exploring that part of the world 20 years after the original timeline.

Normally i dont deviate from the normal T2k-timeline (which i prefer over the fantasy of other postapocalyptic games). But for a special setting like this, i think its necessary to jump at least 20 years to the future.
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