History TabletopGame / Twilight2000

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.
7th Nov '16 7:46:00 AM Bense
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* RockBeatsLaser: {{Molotov Cocktail}}s are bane of anyone using vehicles. If you ignore it, the vehicle is on fire and will suffer increased Condition or can even be destroyed completely, killing the crew. If you get out to put the fire out, you will probably end up killed by a sniper or enemy crossfire... and the vehicle is still burning.

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* RockBeatsLaser: {{Molotov Cocktail}}s are the bane of anyone using vehicles. an armored vehicle. They don't kill the vehicle immediately, but If you ignore it, the a hit by one your vehicle is on fire and will suffer increased Wear Condition or can even eventually be destroyed completely, killing the crew. If you get out to put the fire out, out you will probably end up killed by a waiting sniper or enemy crossfire... and the vehicle is will still be burning.
7th Nov '16 7:33:59 AM Bense
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** Condition of the vehicle governs how badly damaged it is in ''general'' and how easily it can break down. This has the biggest impact on combat performance of just about any vehicle type. Each received hit can permanently increase the condition, turning a CoolCar into a piece of junk that requires constant maintenance in no time.
** The maintenance value determines how many hours per week must be spent on the vehicle to keep it in top condition. Combined with unfavourable Condition, it can turn any vehicle into CoolButInefficient.

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** The Wear Condition of the a vehicle governs how badly damaged it is in ''general'' and how easily it can break down. This has Combat is the biggest impact on 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 performance of just about any vehicle type. Each each received hit can permanently increase the condition, turning a CoolCar into a piece of junk that requires constant maintenance in no time.
time. When it has 10 breakdowns at Wear Condition 10, a vehicle becomes permanently useless except as scrap.
** The maintenance value determines how many hours per week must be spent on the vehicle to keep it in top condition. Combined with an unfavourable Wear Condition, it can turn any vehicle into CoolButInefficient.
6th Nov '16 12:37:10 PM Pysiewicz
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* RockBeatsLaser: {{Molotov Cocktail}}s are bane of anyone using vehicles. If you ignore it, the vehicle is on fire and will suffer increased Condition or can even be destroyed completely, killing the crew. If you get out to put the fire out, you will probably end up killed by a sniper or enemy crossfire... and the vehicle is still burning.
6th Nov '16 12:25:06 PM Pysiewicz
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** Condition of the vehicle governs how badly damaged it is in ''general'' and how easily it can break down. This has the biggest impact on combat performance of just about any vehicle type. Each received hit can permanently decrease the condition, turning a CoolCar into a piece of junk that requires constant maintenance in no time.

to:

** Condition of the vehicle governs how badly damaged it is in ''general'' and how easily it can break down. This has the biggest impact on combat performance of just about any vehicle type. Each received hit can permanently decrease increase the condition, turning a CoolCar into a piece of junk that requires constant maintenance in no time.
6th Nov '16 12:20:45 PM Pysiewicz
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* NervesOfSteel: Coolness Under Fire is probably the most important factor for characters in combat. It determines a character's susceptibility to hesitation and panic. It doesn't matter how good you are at shooting if you can't keep your head clear and stay focused. Team weapons allow you to use the highest value of all people operating the gun, while having a driver with higher CUF provides passengers with a hefty bonus.

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* NervesOfSteel: Coolness Under Fire is probably the most important factor for characters in combat. It determines a character's susceptibility to hesitation and panic. It doesn't matter how good you are at shooting if you can't keep your head clear and stay focused. Team weapons allow you to use the highest value of all people operating the gun, while having a driver co-driver with higher CUF provides passengers the driver with a hefty bonus.
6th Nov '16 11:37:15 AM Bense
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** Preventive maintaince. Having a semi-competent mechanic with well-stocked toolbox in the group is more essential than having few highly trained Rangers and a doctor. Unless characters want to walk and fight with knives, maintaince is what they will be busy doing most of the time, both during playing and in the meantime.
** Hand grenades and by extension, grenade launchers of all types and kinds. Fortified position? Cluster of enemies? Lightly-armoured vehicle carrying some {{BFG}}? Throw a grenade. Even if it won't kill or destroy everything, everyone in the realistically big radius of explosion will be at least in shock.
* CheeseEatingSurrenderMonkeys: Invoked and defied. France balked out from NATO and declared full neutrality [[KnowWhenToFoldEm before things went really bad]], but this is portrayed as a ''good thing'', since the country is left almost unharmed after the [[WorldWarIII Twilight War]], while everyone else is in ruin. By TabletopGame/TwentyThreeHundredAD, they are one of the leading superpowers in the world and European hegemon, precisely because they didn't have to rebuild after the war.

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** Preventive maintaince. Having a semi-competent mechanic with a well-stocked toolbox in the group is more essential than having a few highly trained Rangers and a doctor. Unless characters want to walk and fight with just knives, maintaince is what they will be busy doing most of the time, both during playing play and in the meantime.
** Hand grenades and by extension, grenade launchers of all types and kinds. Fortified position? Cluster of enemies? Lightly-armoured vehicle carrying some {{BFG}}? Throw a grenade. Even if it won't kill or destroy everything, everyone in the realistically big large radius of explosion will be at least be in shock.
* CheeseEatingSurrenderMonkeys: Invoked and defied. France balked out from NATO and declared full neutrality [[KnowWhenToFoldEm before things went really bad]], but this is portrayed as a ''good thing'', since the country is left almost unharmed after the [[WorldWarIII Twilight War]], while everyone else is left in ruin. ruins. By TabletopGame/TwentyThreeHundredAD, they are one of France is the leading superpowers power in the world and European hegemon, world, precisely because they didn't have to rebuild after the war.



* CommonTongue: Russian by far is the most useful language. It's far from being "common" in traditional sense, but most of people from Eastern Block countries will know enough of it to communicate.
* CoolButInefficient: High Maintaince value combined with bad fuel efficiency can render even the best combat vehicle useless for such insignificant thing like travelling.
* CripplingOverspecialization: The game subverts ElitesAreMoreGlamorous, since all sort of elite soldiers are really good at fighting... ''and nothing else''. Unless the group contains field medic, mechanic and [[TheScrounger scrounger]], the party can forget about making through even the introductory adventure. The trope also applies to vehicles, as those best suited for heavy combat are just badly suited for anything else, including moving between places.

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* CommonTongue: In the European scenarios Russian is by far is 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.
* CoolButInefficient: High Maintaince value combined with bad fuel efficiency can render even the best combat vehicle useless for such insignificant thing like travelling.
the basic purpose of traveling.
* CripplingOverspecialization: The game subverts ElitesAreMoreGlamorous, since all sort sorts of elite soldiers are really good at fighting... ''and nothing else''. Unless the group contains a field medic, a mechanic and a [[TheScrounger scrounger]], the party can forget about making it through even the introductory adventure. The trope also applies to vehicles, as those best suited for heavy combat are just as badly suited for anything else, including moving between places.



* EarlyGameHell: ZigZagged. Starting with new squad is probably the easiest part, since charactrs are healthy, without any wounds and well-rested. But most importantly, with all their initial weapons and vehicles with full ammunition and gas tanks and full first aid kits. It usually lasts for less than two full scenarios, after which ScavengerHunt becames a norm.

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* EarlyGameHell: ZigZagged. Starting with a new squad is probably the easiest part, since charactrs are healthy, without any wounds wounds, and well-rested. But most importantly, with Most importantly their first aid kits and all of their initial weapons and vehicles start with full ammunition and gas tanks and full first aid kits. It tanks. This initial bonanza usually lasts for less than two full scenarios, after which ScavengerHunt becames a becomes the norm.



* GreaseMonkey: With TheScrounger they make essential duo for the survival of entire group. Every edition of the game makes it crystal clear that not having such character in the party is simply suicidal.

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* GreaseMonkey: With TheScrounger they make the essential duo for the survival of entire group. Every edition of the game makes it crystal clear that not having such a character in the party is simply suicidal.



* {{Irony}}: The game by default starts in Poland, right next to Kalisz. Twilight 2000 never had Polish translation or any publication at all in Poland. It is virtually unknown there outside a literal handful of players.
* LanguageBarrier: Intentionally imposed as one of the core rules, to strengthen the feel of isolation. It's almost impossible to start with other language than national one for free. And using points to learn some foreign language to useful extent is not only costly, but also means said points weren't spent on ''other'', usually much more vital skills.
* LifeWillKillYou: Neglect food quality and variety or ignore things like incoming winter and it will kill you. It's easier and more common to die from natural cause - and a trivial one to boot - than in actual combat. Also, staying around irradiated areas is ''really'' bad idea, even if the party carries NBC suits.

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* {{Irony}}: The game by default starts in Poland, right next to Kalisz. Twilight 2000 never had a Polish translation or any publication at all in Poland. It is virtually unknown there outside a literal handful of players.
* LanguageBarrier: Intentionally imposed as one of the core rules, to strengthen the feel of isolation. It's almost impossible to start with Anything other than your native language than national one for free.costs skill points to buy. And using points to learn some foreign language to useful extent is not only costly, but also means said points weren't spent on ''other'', usually much more vital skills.
* LifeWillKillYou: Neglect food quality and variety or ignore things like incoming oncoming winter and it will kill you. It's easier and more common to die from natural cause causes - and a trivial one ones to boot - than in actual combat. Also, staying around irradiated areas is a ''really'' bad idea, even if the party carries NBC suits.



* {{Minimalism}}: Not counting cover art, all three editions were printed in a style echoing military guides.

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* {{Minimalism}}: Not counting the cover art, all three editions were printed in a style echoing military guides.guides. Internal illustrations are a "pencil sketch" style that might have been made by the characters.



* NoBikesInTheApocalypse: Averted. Bicycles are considered much better than walking on foot. They by default multiply daily travel range by four, their maintaince is close to non-existing and they don't require fuel other than eating roughtly 200 calories more per day of travel. They are also obviously unsuitable for combat and - depending on edition - don't increase transport capacity or affect it only by marginal value. With proper engineering and enough parts, it's possible to assemble a bike-powered cart, but again, it's only good for travelling and light transportation.
* NervesOfSteel: Coolness Under Fire is probably the most important factor for characters in combat. It determines his susceptibility to hesitation and panic. It doesn't matter how good you are at shooting, if you can't keep your head clear and stay focused. Team weapons allow to use the highest value of all people operating the gun, while having a pilot with higher CUF provides drivers with a hefty bonus.
* OldSoldier: Combat veterancy and military rank are directly related with time the character already spent in combat before the game start. Age by default is a factor in this calculation, making soldiers in their early 40s best suited for actual combat and they make great non-combat specialists in their late 40s[=/=]early 50s. [[RealityEnsues Just remember their age will affect their stamina too]].

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* NoBikesInTheApocalypse: Averted. Bicycles are considered much better than walking on foot. They by default multiply daily travel range by four, their maintaince is close to non-existing non-existent, and they don't require fuel other than eating roughtly 200 calories more per day of travel. They are also obviously unsuitable for combat and - depending on the edition - don't increase transport capacity or affect it only by a marginal value. With proper engineering and enough parts, it's possible to assemble a bike-powered cart, but again, it's only good for travelling and light transportation.
* NervesOfSteel: Coolness Under Fire is probably the most important factor for characters in combat. It determines his a character's susceptibility to hesitation and panic. It doesn't matter how good you are at shooting, shooting if you can't keep your head clear and stay focused. Team weapons allow you to use the highest value of all people operating the gun, while having a pilot driver with higher CUF provides drivers passengers with a hefty bonus.
* OldSoldier: Combat veterancy and military Military rank and combat experience are directly related with time the character already spent in combat before the game start. Age by default is a factor in this calculation, making soldiers in their early 40s best suited for actual combat and they combat. They make great non-combat specialists in their late 40s[=/=]early 40s[=/=] or early 50s. [[RealityEnsues Just remember their age will affect their stamina too]].



* ResourcesManagementGameplay: One of the core elements of the gameplay is constant care for starting resources and fierce search and production for replacement parts, fuel and new munition, with half of all rules dedicated to this. The game can turn lethal within single scenario if players aren't careful about their resources.

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* ResourcesManagementGameplay: One of the core elements of the gameplay game is constant care for starting resources and fierce the search and production for replacement parts, fuel fuel, and new munition, ammunition, with half of all the rules dedicated to this. The game can turn lethal within single scenario if players aren't careful about their resources.



* TheScrounger: Having those in the party makes a difference between relatively easy passage to West German harbours and quick, but agonizing death. Your party is as good as the guy(s) responsible for gathering supplies.

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* TheScrounger: Having those in the party makes a difference between relatively easy passage to West German harbours and quick, quick but agonizing death. Your party is as good as the guy(s) responsible for gathering supplies.



* ShownTheirWork: The first edition was clearly made by people who knew not only a lot about army operations and military gear, but also then-recent political situation and cultural quirks, with meticulous details put on everything. And while the quality of Polish is just cringe-worthy, the game had ''extremely'' detailed tactical maps of different parts of Poland, even including real layout of streets.

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* ShownTheirWork: The first edition was clearly made by people who knew not only a lot about army operations and military gear, but also the then-recent political situation and cultural quirks, with meticulous details put on into everything. And while the quality of the Polish is just cringe-worthy, the game had ''extremely'' detailed tactical maps of different parts of Poland, even including real the layout of real streets.



* TooAwesomeToUse: If starting vehicle is something used by NATO and with gun mounted on it, getting new munition will be close to impossible. Meaning the 20-30 shells in it are all that the party will ever have. If the party is really unlucky, they might start with some recon vehicle carrying less than 10 rounds.

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* TooAwesomeToUse: If a starting vehicle is something used by NATO and with a gun mounted on it, getting new munition ammunition will be close to impossible. Meaning the 20-30 shells in it are all that the party will ever have. If the party is really unlucky, they might start with some recon vehicle carrying less than 10 rounds.



* ViciousCycle: Depending on starting vehicle and its condition, the game can quickly evolve into a loop of the same events: the vehicle needs specific part to be replaced, the characters eventually end up fighting for it, in the process another part of the vehicle gets damaged and will require new spare parts soon or characters will have to walk and abandon most of their gear. It's common enough to reach the status of MemeticMutation.

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* ViciousCycle: Depending on your group's starting vehicle and its condition, the game can quickly evolve into a loop of the same events: the vehicle needs a specific part to be replaced, the characters eventually end up fighting for it, in the process another part of the vehicle gets damaged and will require new spare parts soon or the characters will have to walk and abandon most of their gear. It's common enough to reach the status of MemeticMutation.



* AWorldHalfFull: Countries who didn't participate in the war were left relatively unharmed. For example, while most of central and eastern Europe is irradiated wasteland full of marauders that will kill you for a tube of toothpaste, France barely has martial law imposed and its untouched military guards the borders, but life continues as ever.

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* AWorldHalfFull: Countries who didn't participate in the war were left relatively unharmed. For example, while most of central and eastern Europe is an irradiated wasteland full of marauders that will kill you for a tube of toothpaste, France barely has martial law imposed and its untouched military guards the borders, but life continues much as ever.
6th Nov '16 11:23:15 AM Bense
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** Having high Education by default can make a character into NCO or even officer, which will greatly influence their gear budget. It is also responsible for additional points for non-combat skills, and those are essential for survival, more so than combat prowness.
** Being a member of Support Services is probably the most valuable speciality any character can have, as they decrease price of all mechanical skills by half, allowing to save countless points and both have high maintaince skills and some points to spare for combat skills.
* {{BFG}}: It's entirely possible to start the game with towed or even self-propelled artillery piece. As long as it has shells, nothing short from meeting actual military can stop the party.

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** Having a high Education by default can make a character into an NCO or even officer, an officer by default, which will greatly influence their gear budget. It is also responsible for provides additional points for non-combat skills, and those are essential for survival, even more so than combat prowness.
** Being a member of the Support Services is probably the most valuable speciality any character can have, as they decrease price of all purchase mechanical skills by half, allowing to save countless points and both have high maintaince skills and some points to spare for combat skills.
half price.
* {{BFG}}: It's entirely possible to start the game with a towed or even self-propelled artillery piece. As long as it has shells, nothing short from meeting actual military shells the party can stop the party.easily blow through most opposition.
6th Nov '16 11:19:56 AM Bense
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* AsskickingEqualsAuthority: Military Experience and Time In Combat translate to the military rank character has at the game start.

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* AsskickingEqualsAuthority: Military Experience and Time In Combat translate to the military rank a character has at the game game's start.
6th Nov '16 11:18:37 AM Bense
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** Condition of the vehicle governs how badly damaged it is in ''general'' and how easily it can break down. This has the biggest impact on combat performance of just about anything. Each received hit can permanently increase the value, in no time turning CoolCar into piece of junk that requires constant maintaince.
** Maintaince declares how many hours per week must be spent on the vehicle to keep it in top condition, preventing break-downs and stay at current Condition. Combined with unfavourable Condition, it can turn any vehicle into CoolButInefficient.
** Fuel efficiency and type of fuel used. Certain vehicles can run on alcohol, making them much easier to fill up. Other burn through their full tank in less than 200 kilometers.
** Transport capacity. It might not sound that important, but you have to haul all your gear with you and things like tanks or small recon vehicles aren't exactly useful for that.

to:

** Condition of the vehicle governs how badly damaged it is in ''general'' and how easily it can break down. This has the biggest impact on combat performance of just about anything. any vehicle type. Each received hit can permanently increase decrease the value, in no time condition, turning a CoolCar into a piece of junk that requires constant maintaince.
maintenance in no time.
** Maintaince declares The maintenance value determines how many hours per week must be spent on the vehicle to keep it in top condition, preventing break-downs and stay at current Condition.condition. Combined with unfavourable Condition, it can turn any vehicle into CoolButInefficient.
** Fuel efficiency and type of fuel used. Certain The most useful vehicles can run on alcohol, making them much easier to fill up. Other Others burn through their full tank in less than 200 kilometers.
** Transport capacity. It might not sound that important, but when you have to haul all your gear with you and things vehicles like tanks or small recon vehicles aren't exactly useful for that.useful.
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