History TabletopGame / Twilight2000

17th Sep '17 11:10:35 AM nombretomado
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* ModernBattlefieldWeapons: Modern at the time, anyway. Some of the slightly more futuristic stuff, like the German army issuing the G11 as a standard weapon, never happened in reality.
12th Sep '17 6:59:40 PM TargetOnMyBack
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* {{Minimalism}}: Not counting the cover art, all three editions were printed in a style echoing military guides. Internal illustrations are a "pencil sketch" style that might have been made by the characters. Some of the best illustrations were by artist Timothy Bradstreet, sometimes copying contemporary photographs and magazine adverts.

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* {{Minimalism}}: Not counting the cover art, all three editions were printed in a style echoing military guides. Internal illustrations are a "pencil sketch" style that might have been made by the characters. Some of the best illustrations were early work by artist Timothy Bradstreet, sometimes copying based on contemporary photographs and magazine adverts.
12th Sep '17 6:53:43 PM TargetOnMyBack
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* {{Minimalism}}: Not counting the cover art, all three editions were printed in a style echoing military guides. Internal illustrations are a "pencil sketch" style that might have been made by the characters.

to:

* {{Minimalism}}: Not counting the cover art, all three editions were printed in a style echoing military guides. Internal illustrations are a "pencil sketch" style that might have been made by the characters. Some of the best illustrations were by artist Timothy Bradstreet, sometimes copying contemporary photographs and magazine adverts.
19th Jul '17 3:49:55 PM justanid
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[[TabletopGames Tabletop RPG]] first produced by Creator/GameDesignersWorkshop in 1984 set in the aftermath of World War Three (which took place in the late 1990s in that universe) and popular during the 1980s. Still played today, though- RPOL has a number of games in the setting.

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[[TabletopGames Tabletop RPG]] [[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/twilight_2000_cover.jpg]]
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''Twilight: 2000'' is a TabletopRPG
first produced by Creator/GameDesignersWorkshop in 1984 set in the aftermath of World War Three (which took place in the late 1990s in that universe) and popular during the 1980s. Still played today, though- RPOL has a number of games in the setting.



!!Provides examples of:

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!!Provides !!This tabletop RPG provides examples of:
15th May '17 8:20:51 AM Jan_z_Michal
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** Transport capacity. It might not sound that important, but when you have to haul all your gear with you vehicles like tanks or small recon vehicles aren't exactly useful.

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** Transport capacity. It might not sound that important, but when you have to haul all your gear with you you, vehicles like tanks or small recon vehicles carriers aren't exactly useful.
14th May '17 5:22:40 PM nombretomado
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The second edition of the game also became [=GDW's=] in-house rules set, and was re-used with some modifications for the ''New Era'' edition of ''{{Traveller}}'' and the ''DarkConspiracy'' game.

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The second edition of the game also became [=GDW's=] in-house rules set, and was re-used with some modifications for the ''New Era'' edition of ''{{Traveller}}'' ''TabletopGame/{{Traveller}}'' and the ''DarkConspiracy'' game.
21st Mar '17 12:52:19 PM optimusjamie
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[[TabletopGames Tabletop RPG]] first produced by Game Designers' Workshop in 1984 set in the aftermath of World War Three (which took place in the late 1990s in that universe) and popular during the 1980s. Still played today, though- RPOL has a number of games in the setting.

to:

[[TabletopGames Tabletop RPG]] first produced by Game Designers' Workshop Creator/GameDesignersWorkshop in 1984 set in the aftermath of World War Three (which took place in the late 1990s in that universe) and popular during the 1980s. Still played today, though- RPOL has a number of games in the setting.
18th Mar '17 1:33:41 PM mysterycycle
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* CommonTongue: In the European scenarios Russian is by far the most useful language. It's far from being "common" in the traditional sense, but most of people from the Eastern Block countries will know enough of it to communicate.

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* CommonTongue: In the European scenarios Russian is by far the most useful language. It's far from being "common" in the traditional sense, but most of people from the Eastern Block Bloc countries will know enough of it to communicate.
18th Feb '17 4:50:22 PM Jan_z_Michal
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Added DiffLines:

* BiggerStick: A ''lot'' depends on how well armed and armoured are both the [=PC=] and their enemies. Starting with a tank or an IFV can give a trendemous advantage when in combat, doubly so when facing infantry with no vehicles on their own. Artillery pieces, especially the self-propelled ones, are capable of tearing down anything on their way as long as there are still shells for them.
5th Dec '16 10:51:05 AM Bense
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** The Wear Condition of a vehicle governs how badly damaged it is in ''general'' and how easily it can break down. Combat is the quickest way to increase the vehicle's wear condition, and of course character in [=RPGs=] tend to get in a lot of combat. In combat each received hit can permanently increase the condition, turning a CoolCar into a piece of junk that requires constant maintenance in no time. When it has 10 breakdowns at Wear Condition 10, a vehicle becomes permanently useless except as scrap.

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** The Wear Condition of a vehicle governs how badly damaged it is in ''general'' and how easily it can break down. Combat is the quickest way to increase the vehicle's wear condition, and of course character characters in [=RPGs=] tend to get in a lot of combat. In combat each received hit can permanently increase the condition, turning a CoolCar into a piece of junk that requires constant maintenance in no time. When it has 10 breakdowns at Wear Condition 10, a vehicle becomes permanently useless except as scrap.



* AsskickingEqualsAuthority: Military Experience and Time In Combat translate to the military rank a character has at the game's start.

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* AsskickingEqualsAuthority: Military Experience and Time In Combat translate to the military rank a character has at the game's start. The way the character generation rules are structured, however, also means that characters with low combat experience have higher attributes and vice versa.
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