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Old 01-21-2010, 11:59 PM
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Default Favourite Module

kcdusk 12-11-2005, 09:05 PM Whats the favourite module you have played or Ref'd, and Why?


pmulcahy 12-11-2005, 10:19 PM As far as what GDW has published, I would go with a mini-module that was published in Challenge magazine called Shell Game. But the most fun I've had was in a scenario run by the first GM I ever played under; we discovered a small POW camp run by the remnants of the Polish and Russian Army in the area, and we got them out with the help of a bunch of partisans (NPCs). It was thrilling and exciting, there was lots of action and gunplay, we had to plan the whole military operation, and the GM was a very good one!


Abbott Shaull 12-12-2005, 02:34 AM There isn't actually just one module, but in general any of them set in Europe, Armied of the Night, and King's Ransom all seem to led themselves in allowing many different types of adventures with-in the frame work of the Module. If I had to pick just one it would be hard, but I would have to pick the Pirates of the Vistula(IIRC) the title. It was one of those rare fillers to get your characters from point A to point Z and you had so many different things to do. A trip down the river before the war should of taken a matter days or couple weeks now can take life-time depending on who you decide to help along the way. Then their is always the option to using the Tug to get back to NATO lines too...lol



TiggerCCW UK 12-12-2005, 11:15 AM I've actually used very few of the modules, as when I was running and playing a lot of T2K we didn't have many of the published ones available. From reading them my favourite is Armies of the Night, simply because it gives a huge amount of scope to the gameplay and players, although I have a feeling that it will be a bugger to run. On the other hand I have a lot of time to plan it - my players are just starting Escape from Kalisz now. The only one that I ever used a lot when I was GMing before was the UK Survivors guide, which I modified heavily - the Republic invading Northern Ireland?? I just can't see it some how.


Antenna 12-12-2005, 02:06 PM Well, the most amusing from my view is the Armies of the Night module... I played it several times with many crowds. The best way to play AOTN is to get a munchkin crowd there and then just confuse them with "living NPCs". Munchikins in general wants cardboard cut NPCs where they can see on the colour of their hat or mustache if they are evil or good. Well, AOTN is the perfect tool to get munchkins aware that there is other things then just hack 'n' slash

Also I learned a lot of GM-tricks thru that module...



thefusilier 12-13-2005, 04:35 AM My favorite was Black Madonna and Ruins of Warsaw. The Polish ones in general was my perfered all around. I also used UK Survivors Guide quite a bit, as it always seemed this is where my players tried to get to once things turned to the worst for them and the south seemed like a safe place to regroup, heal, and rebuild.

The only one I never really liked was Satellite Down. Mostly because it was so out of the way from any places we wanted (or had sufficient resources for). I didn't dawn on me for the longest time to just mod it myself to a different locale... it made it alot better.

I haven't yet played any of the Last Sub trilogy since I just aquired them recently.


Lindgaard 12-13-2005, 07:32 AM We had great fun playing "Rendevouz in Krakow". My players enjoyed the detective/spy work needed to find the two suitcases with the plans and prototype.

They finished by storming Guz'z HQ and setting it on fire ( WP grenades and jerrycans of gas in the basement ! ). Then they left town :-)

On their way out they blew up a store of chemical shells Guz had sold to the Black Baron . . . Then they boarded the "Wizla Krolowa" and sailed down the river




graebardeII 12-13-2005, 10:41 AM I liked Pirates of the Vistual (Wisla), Gateway to the Spanish Main, and Red Star Lone Star. These were played at one time in sequence, but I don't think we ever played them as they were written. Every module was used as a guideline for the GM.

Gateway is a great way to strip characters who are encumbered with alot of goods from said goods as the vessel they are passengers on goes under for what ever reason.

I expecially enjoyed playing RS/LS as at the time we all lived in Corpus Christi. Again it was not a by the book adventure, but we used the basic settings to fill in the gaps. Our party there turned into a 'guerilla' cell operating against the Mexican's and Russian's. And NO it was not an all white group operating against the poor Hispanics. We had half who were white Anglo, a couple Mexicans, a Vietnameese, and a couple of blacks. Great fun.. since what we enjoyed the most was 'gang banging' the gangs of CC and the area about.


DeaconR 12-13-2005, 02:26 PM I am really enjoying running Armies of the Night partly for such reasons as Antenna stated but also because by now my players are very much 'in character' and taking a strong sense of personal responsibility for what happens in NYC and the greater area. It has been well established that there can be no recovery of law and order to any degree without local support.

The game's canon proposes that this could easily be a lost cause, with all but a few thousand people fleeing the area for greener pastures. I've kind of stuck my players in the middle of this process.

I also enjoyed running the Poland based games, though in fact I started out with an online module "Where Has All the Glory Gone" and went on to "Stumbling Around Poland" before I got to the Krakow/Vistula/Warsaw modules.


Grimace 12-13-2005, 06:28 PM I also enjoyed running the Poland based games, though in fact I started out with an online module "Where Has All the Glory Gone" and went on to "Stumbling Around Poland" before I got to the Krakow/Vistula/Warsaw modules.

Aargh! Angst! Feelings of let down abound! Someone actually used my adventure!

Makes me long for having my house finished so I can unpack, find my notes, and finish up that adventure so it's complete.


DeaconR 12-14-2005, 09:05 AM Yeah, since you hadn't finished it...btw I think I had tried to email you about it but it didn't go through....anyway I modified it somewhat. What I changed about it was to not run "Escape from Kalisz" as the opening adventure but rather to make "Where Has All the Glory Gone" the start. My players had basically been in my version of Merc:2000 but as members of the intelligence community or as military intelligence before the War, and I did do some events leading up to it and during it. Their involvement in the military operation across the Oder was as a number of intel/recon/special forces ops that took place along the Polish coast, assigned to NORTHAG's command initially. After completing their initial mission, which was to do recon for a landing site for the 2nd USMC Division, they found themselves stranded by the retreat from the Soviets. They were more or less given the mission that your British NPCs had and were told that they were on their own recognizance following that.


Grimace 12-14-2005, 09:01 PM So then, out of curiosity, how did it go?

Also, can you think of anything, other than the parts that I haven't finished yet, that I should include to make it better?


DeaconR 12-15-2005, 09:07 AM I think what is mostly needed is for you to fill in the blanks you left, those links that basically don't work that are about units or NPCs. I found as an adventure idea that it is interesting, and my players responded fairly well to the plot since they saw (and still see) themselves as working for NATO.

My players took a fairly stealthy approach to the situation, basically hiding their vehicles and doing an extensive recon of the area. They btw ended up working with Campbell. Because of their extensive recon they were able to find out about the mine. I used your marauder group and the Soviets and Poles to make them wary and paranoid, and several times they were nearly caught by patrols. Because of the numbers provided the other two groups, the British SAS and the US Marines came in handy to actually deal with the convoys and stuff like that. It's a tough adventure; my players lost two of their NPCs and all the players were wounded in a minor way, one of them wounded enough that he was laid up for a month. I found your NPCs were well done, the area was really well done, so thorough that the only things I had to do were to find maps of a nuclear power plant and a decent idea for a lighthouse since I didn't have the version of TW2000 you recommended.

BTW, for those who haven't seen it here is the link for that adventure, which I recommend.

(edit unfortunately a dead geocities link)

edit2 it lives on at reocities )


Last edited by kato13; 01-25-2010 at 07:04 AM.
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