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Game Summary And Rules.

Posted by FusilierFor group public
Fusilier
GM, 1 post
Your Guide
Mon 28 Apr 2008
at 18:04
  • msg #1

Game Summary And Rules

I have been playing Twilight 2000 for many years, however most of it as a player and not a GM. This is my first play-by-post game as a GM, so I may make mistakes, but hope you will have patience and enjoy gaming here.

Posting Guidelines

I’d prefer players who can post at a minimum rate of every two days. However, some may have limitations with this, but I am willing to come to a realistic compromise if it is worked out beforehand, and the posting is still regular. PM me if you need to negotiate a different post rate.

Missed posts are understandable once in a while. If it’s necessary for the game play, I will NPC your character for that turn. Additionally, if you cannot post for any length of time, letting me know in advance will enable me to make adjustments (NPC’ing your character once again).

Several missed posts, or prolonged absence without any prior warning – will result in the expected steps any other GM would take. Thus, in one way or another, your character would exit the game.
This message was last edited by the GM at 16:39, Thu 08 Mar 2012.
Fusilier
GM, 2 posts
Your Guide
Mon 28 Apr 2008
at 18:07
  • msg #2

Game Summary And Rules

Character Generation

I will be using V2.2 rules, with some very slight house-rule modifications (they will be few and I doubt you will notice them). Please use the basic rules for character generation.  I don’t mind allowing PC’s of any nationality or military background… As long as you can provide a realistic and acceptable background story for as to why they would be with the US 8th Mechanize Division at that time. I’m not talking about your typical infantry soldier… but something very unconventional.

Please PM me the concept PC you would like to play. Include a very simple summary of their background history, nationality, years of service, and branch of service. If approved, you may begin complete character generation. Once I have the finished product, we will set up your ‘Character Details’ page.

To help reflect the lessons learned during the PC’s time in war, a number of additional skill points will be allocated at the start of play. Some will be skill specific based on the PC’s background and others will be free to be distributed however you wish. This is a onetime issue of points that must be spent before your gaming begins.

Regarding personal equipment, once again PM me the list of items you would like to start out with. I expect to approve the vast majority of the gear that is listed in the rulebook. For realism and the misfortunes of war however, some rare/valuable items may be limited. These will be issued on a first come first served basis.

Any vehicles and party gear will be allocated once I have an number of initial players. There will be one each for every 4 members) – wear values will be determined after issue.
This message was last edited by the GM at 17:04, Mon 23 Feb 2015.
Fusilier
GM, 3 posts
Your Guide
Mon 28 Apr 2008
at 18:10
  • msg #3

Game Summary And Rules

Game Play

Experience points will be awarded after each significant event (usually but not exclusively combat sessions). These points may be use to increase both skills and initiative. Additionally, bonus points will be awarded sparingly to PCs who accomplish notable feats or from exceptional role-playing.

A small number of NPCs will accompany the PCs at the beginning of the game. This may be to help flesh out and act as extras for the story, and to help assist with getting the party started off. They will have minimal impact on the game, and at no time will I attempt to lead the party through the NPCs.

To maintain the feel for danger, realism, and to keep the players sharp, death may occur to your PC. If this happens, I would hope the players can accept it, and carry on with a new character. I will never strike down an active PC “on purpose.” I don’t ever get any sense of achievement by killing off PCs. What I mean is… for as much as possible, enemy actions, determining hits and damage, etc. will all be determined via the “Dice Roller.” If at any time you want to know the behind the scenes’ details of an event – just PM me. Keep in mind though… as the book states, the GM has the final say. Please respect that.
Fusilier
GM, 4 posts
Your Guide
Mon 28 Apr 2008
at 18:11
  • msg #4

Game Summary And Rules

For combat sessions, please utilize the following format…

Combat will be centered on standard 5 second turns. Post your narrative which includes the initial action your player will take and a subsequent/concurrent action you intend to conduct. Try to keep your PC’s actions limited to the set timeframe. Depending on the action(s) I will determine if they will need to be played out over more than one 5 second turn, during the GMs action resolution post. For ease of understanding, please add a very brief synopsis at the end.
Your name
Where you are located
What you are using (if it is a weapon… how many rounds are loaded before firing)
What you are doing

Example…

With the scouts caught in the ambush, Smith dives for cover and quickly gets into a prone position on the soggy ground (Initial Action). Catching sight of the muzzle flashes from the unknown enemy amongst the thick treeline, he’ll bring his M16 to bear and fire five rounds on semi-automatic (Subsequent Action).
Sergeant Smith
Scout team near the treeline
M16A2 (30/30 rounds)
Going Prone/Firing semi-auto 5 rounds at muzzle flashes


Please be as precise as possible when indicating how many shots/bursts you are firing at which target. Otherwise I will have to make a guess.
This message was last edited by the GM at 18:16, Mon 28 Apr 2008.
Fusilier
GM, 5 posts
Your Guide
Mon 28 Apr 2008
at 18:14
  • msg #5

Game Summary And Rules

Background Concept

The game setting will be about two weeks after spring 2000 NATO offensive fell apart. The players will have been part of the US 8th Mechanized Division before falling behind and getting separated from their parent unit. After stopping to remedy a mechanical problem with their vehicle, the group pressed on to catch up to the rest of the division. However, once they arrived at the intended rendezvous, the 8th Mech Division was nowhere to be found. Some of the party will have been together for some time, while others have joined as additional stragglers. The PCs can choose how and when they became part of the group as they wish.

It has been almost a week since the party had become separated. Between attempting to link back up, and avoiding relentless PACT patrols, the group has currently found itself near the town of Nowe, in northern Poland. A ‘hide’ has been established in the forest, and the group has stopped to rest and re-evaluate their options.

Possible Actions

1. Continued heading northeast towards Kaliningrad in the continuing attempt to link up with the 8th Mechanize Division. This means finding the means to cross the Wisla, and head further into enemy territory.

2. Head north to the Baltic coast and attempt to acquire a boat, if available. Due to its strategic value, this area can be expected to be under control of PACT forces.

3. Head west towards the friendly forces. Elements of the US 11th Corps are believed to be holding the ground on the northwest Poland coast and pro-NATO partisans are rumored to be located somewhere in the middle. This means bypassing a very strong and active PACT frontline.

4. Head south for the Polish interior. The area is believed to be heavily occupied with active PACT forces. Kalisz is in this area, along with Lodz and Warsaw further to the east.

5. Remain in place and conduct guerrilla warfare on PACT assets.

6. Addional options presented by the PCs.


This message was last edited by the GM at 01:03, Mon 12 May 2008.
Fusilier
GM, 6817 posts
Your Guide
Sat 27 Jul 2019
at 14:10
  • msg #6

Game Summary And Rules

Task Difficulty Levels:
Easy:        4x Asset
Average:     2x Asset
Difficult:   1x Asset
Formidable:  1/2x Asset
Impossible:  1/4x Asset

- All fractions are rounded down.
- Rolls of 1 are automatic success regardless of skill or difficulty.
- Rolls of 20 are automatic failure regardless of skill or difficulty.
- Rolls failing by 10 or more may be result in a catastrophic failure. GM will advise.
- Rolls succeeding by 10 or more may be the result of an outstanding success. GM will advise.
- Bonuses or added disadvantage values (if applicable) are added/subtracted applied to the dice result.
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