![]() |
![]() |
|
#1
|
|||
|
|||
![]() Quote:
|
#2
|
|||
|
|||
![]() Quote:
As to support, in the conditions in HW (I know that is contentious), how many people will just be concerned with surviving and worry about the morality later? I like the idea of having a NA cell act sensibly and play down the ethnic part. How would the group react to a town where NA is in power but is the only reasonably civilized force in the area? Careful use of NA can give the group some tough moral choices. |
#3
|
|||
|
|||
![]()
Also while many things in TW2000 are far fetched, let's consider the following from RL history:
* 1940 the Royal Navy issue and USE cutlasses in a boarding action in Norway. * Syria sides with the US in 1990 over Kuwait and provides troops * Israel supplied arms to Iran to use against Iraq * Germany copies the Sten Gun in WW2 down to the British proof marks even though they have thousands of genuine versions and a production line of their own improved version * The Crusaders reach the Holy Land and their first action is to attack their one Arab ally * After World War Two the Soviets allow Austria to have democratic elections * In 1982, the British sail half way around the world to take back a series of islands from Argentina * After WW2 America cuts back it's army so badly that it does not have enough tanks to fight in Korea without pulling mothballed ones from storage * The Soviets disguise their missiles on Cuba with a different type of tree than that grown on the island * The Soviets shoot down KAL-007 * Matthias Rust flies a light aircraft to Red Square * The Berlin Wall comes down without a war If I wrote many of these into my alternative history I would be laughed at... |
#4
|
|||
|
|||
![]()
The main problem that I have with NA is that it was supposedly a totally secret society that was totally unknown by the Federal Government.
The only other alternative is that it was a known cult, like Scientology or one of the other survivalist cults/groups known to have been popular in the '80s... |
#5
|
||||
|
||||
![]()
I could recast New America as a Florida-only force, with elements throughout the southeast, but nothing like the nation-spanning insurgent "government" that springs up in T2k.
I would rather say that NA is, as I mentioned, loose in FL but the rest of the groups are just as disorganized as anything else is in the states - white separatists through the west-northwest (Montana, Idaho), Amerind supremacists in the Dakotas and possibly Kansas, gangs in NYC and the ruins of LA, with small pockets of all of those types throughout the nation. I'm not sure how badly damaged Clearwater is/was after the MacDill AFB groundburst but I could see ol' Dave Miscavige stuck in the Ft. Harrison Hotel, blaring out proclamations to the city over a PA system, the "church" capturing survivors, "auditing" them and immediately forcing them on the "RPF" to rebuild the Scientology compound and scavenge fuel for the generators, and eventually scrape enough together to gas up the Apollo so he and the rest of the SeaOrg can try to make it to South America or around the horn to the west coast to the survival bunkers they've dug all over Hemet, CA. |
#6
|
||||
|
||||
![]()
On the almost total destruction of the USN, I will say this: thanks to the Walker's treachery, the Soviets knew dangerous amounts of stuff about our Navy. Had there been a non-Nuclear (well, not immediately nuclear) shooting war we'd have been in for some horrible surprises vis-a-vis their defenses versus our technology. It isn't that they were technologically superior: they weren't. It's just that they knew so much about ours thanks to those pigs that they could have really crippled us out of the gate. That's one thing that I think needs to be taken into consideration.
We just didn't know until the KGB threw open their archives how badly we'd been compromised. |
#7
|
|||
|
|||
![]()
Couple thoughts on the game setting and how it interacts with the real world.
1) Twilight 2000 is predicated on the idea that the Soviets/Warsaw Pact were every bit as bad a threat as we believed they were in the depths of the Reagan-era Cold War. So on issues like whether or not the real world Soviet Navy ever tracked an Ohio class boomer -- irrelevant. Apparently in the T2K universe they could, just like USN intelligence and planners were terrified that they could if the balloon went up. 2) Same sort of thing with New America -- ultra-Right Wing politics and nuke war survivalism were both on the map, in terms of public perception, in the 1980s. "New America" is just GDW repackaging William Pierce (aka author of the Turner Diaries) and his National Alliance political party, with a lot more money and success appealing to people than it enjoyed in real life. Plausible? In a universe where Mexico can pull of the logistics of power projection outside its own borders and the Soviets can somehow drive armor/mech units from Nome to Fairbanks in Alaska -- we're way through the looking glass. Of course, for campaign play, it's all down to what appeals/makes sense to the gaming group. The GDW Drought is another one of them -- honestly it works for me on the (pseudo) scientific side of things that popping a bunch of nukes could result in unexpected climate outcomes. On the other hand, I think it dramatically has some problems -- basically I think it has some unsatisfying storytelling elements to follow the narrative arc from being dumped in the middle of Europe post-WWIII nuke, struggling all the way back to the US of A, only to find out that things aren't just bad, but they're about to get annihilated to a whole new degree. |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|