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  #1  
Old 09-19-2021, 06:11 PM
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Tegyrius Tegyrius is offline
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Yeah, that would take a massive amount of rework. I'd have to go think about how to do it and then rewrite... a bunch of... ugh.. hm... let me consider it.

In the meantime, I wrote a character generator utility for those times when you're having trouble building a new PC.

- C.
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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
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  #2  
Old 02-12-2022, 01:25 PM
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Tegyrius Tegyrius is offline
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Today, I posted a major update to the expanded encounter generator. The major effort here is behind the scenes - I've phased in some architectural changes to make future expansions and maintenance easier on myself. However, there are plenty of new encounter types and details for referees and solo players:
  • Added motorized infantry, communications, and intelligence as large military unit sub-types.
  • Some villages have medical providers.
  • Some villages have skilled tradespeople.
  • Some villages have surplus goods for trade.
  • Some villages have religious leaders.
  • Some villages have fortifications.
  • Some villages have live entertainment in their taverns and inns.
  • All types of large military units may be found embarked on barges during river travel.
  • All types of large military units have a variety of current agendas.
  • Ruined villages have a much wider range of reasons for being abandoned.
  • Chemical cargos may contain compressed gas cylinders with various contents.
  • Patrols have a small chance to have two vehicles.
  • Patrols may be escorting prisoners, villages' defense forces may be holding prisoners, and infantry and cavalry units may be escorting POW columns.
  • A new item class of encounters, points of interest, is available in all territory types. Points of interest are static locations which may serve as landmarks, adventure hooks, or settings for scenes. The initial list includes construction sites, the scenes of recent gunfights, and prewar monuments.
  • A new group class of encounters, events, is available in all territory types. Events are interactions between two groups that are in progress when the player characters sight them. The initial list includes combat, pursuit, commerce, shakedown/robbery, and peaceful meeting, as well as some low-probability rare sightings.

As always, please PM me with any bugs or odd behavior.

- 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
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  #3  
Old 05-14-2022, 12:25 PM
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Tegyrius Tegyrius is offline
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Another update to the expanded encounter generator is up. This one is an assortment of shower ideas accumulated over the last few months:
  • Added new terrain type, coastal.
    - Coastal terrain has unique animal encounter tables in all regions.
    - The following group encounter types have coastal variants: hunters, marauders (pirates!), merchants.
    - The following item encounter types have coastal variants: derelict vehicles, derelict convoys (shipwrecks!), villages, points of interest.
  • Added new route type, rail line.
    - Chance of finding a derelict train is increased on rail lines.
    - Other encounters on rail lines may feature specialty rail vehicles.
  • A few field hospitals will be veterinary clinics.
  • Cavalry units may be accompanied by their own blacksmiths.
  • Event encounters may include armed standoffs between two groups.
  • Expanded the list of low-probability rare sightings for event encounters.
  • Expanded the options for derelict trains.
  • In clear terrain, some merchant encounters may be cattle (or other livestock) drives.
  • Fixed a bug where smugglers could not be found in a village located on a river.

- 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
Reply With Quote
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