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#1
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I was slated to have 8 players, but only 6 showed up, so I don't know about the other two.
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THIS IS MY SIG, HERE IT IS. |
#2
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Thanks for the information. I find it very encouraging that younger people are interested in older games (it seems to replicate what I have seen with a lot of 20- and 30-somethings and music, not content with music of their era, they've been listening to music from their parent's era).
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#3
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Now, I doubt I would run Twilight:2000 again as a con event - not because I didn't have fun (I did) and not because they players didn't have fun (they did), but because of the "scale" of T2k. It is a game that lends itself to weeks of exploring, hard-fought battles, etc., whereas D&D games can take place in a "dungeon" and the players can skate along the rails as it were. Although I suppose if I ran The Black Madonna, that's a dungeon crawl in T2k... If the demand were there, though, yes, I'd do it again in a heartbeat. Some observations about the 1e rules for T2k that I'm sure have been discussed over the nearly 40 years since their release...80% of the game is easy-peasy. It's OD&D levels of role-vs-roll play, when interacting with the environment. Truly difficult things, the very easy to learn skill system (easy: your skill x2 is the target, average, your skill, difficult, half your skill) handles quite nicely. The 20% that are fiendishly hard is: character generation (although I found an Excel spreadsheet that lets me generate characters, I still have to do the 4d6-4 and/or slight and favor stats but otherwise it does everything except buying skills for you), and combat resolution. I mean, goddamn the 1e combat system is obtuse. I like it - but it's obtuse.
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THIS IS MY SIG, HERE IT IS. |
#4
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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. |
#5
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I've been running T2k1 at Origins for years, and I keep re-using the same pregens, since I find making PCs in that edition pretty tedious. Over the years, I've subtracted 1 PC who died and added perhaps 6. I think that the group is up to 14 now, so there's a diverse group to select from.
I've heard one suggestion for games with complex chargen-- do nearly all of the work, but leave a little for the players to fill in, like a few skills or feats or edges. In the case of T2k1, maybe leave off two or three batches of skill points-- 25 or 50 points each?-- for the player to finalize the character? Also, one could leave off name, nationality, background, etc., for the player to flesh out. One of my pregens shifted gender, when I had more women around the table than I expected, and Jack became Jackie. Weapons packages could be another "final detail" to let the players select in lieu of full character generation. I've had several people ask not for a particular person, but "gimme the guy with the M60". Have some weapons & ammo packages on index cards, separate from the PC sheets.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#6
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- a bit of time for planning, shopping, and packing, - some travel-- a minor encounter or two to show off the world - recon the site and planning - the usual firefight (assault, ambush, or defense) - getting out (throw in another encounter if there's still lots of time left in the 4-hour slot) - receiving rewards, chatting with players, getting their feedback, and packing up Quote:
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#7
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Very interesting. Thanks for sharing.
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