The State of the Game World.   Posted by Referee.Group: 0
Referee
 GM, 2 posts
Thu 10 Dec 2020
at 14:27
The State of the Game World
THE BATTLE OF KALISZ
The default way to start a campaign of Twilight : 2000 is in the immediate aftermath of the final battle of Operation Reset close to the Polish town Kalisz, with the PCs as part of the US 5th Mechanized Infantry Division, now scattered and running for their lives.

To start the game off, I'll decide on the exact hex where the PCs start, give you the OPORD and SITREP, set the scene, and let you go from there.

This message was last edited by the GM at 16:09, Sat 26 Dec 2020.

Referee
 GM, 3 posts
Thu 10 Dec 2020
at 14:28
The State of the Game World
PRINCIPLES OF THE GAME
The purpose of the eight general principles of Twilight: 2000 is to help us create the right feeling in the game

NOWHERE IS SAFE
In the world of Twilight: 2000, there is no safe ha­ven. Deadly threats are everywhere, and the PCs always need to keep moving.

RESOURCES ARE SCARCE
To survive, the PCs must hunt for resources – fuel, ammo, food, medicine.

PLAYERS LEAD THE WAY
Twilight: 2000 is an open-world survival game, where the PCs are free to go where they want. We'll use a large travel map and allow the players to ponder and discuss where they want to go.

RUMORS ABOUND
Facing an open-world with no idea where to go can be paralyzing or even uninteresting for the players. I will provide you with enough information to have a reason to go somewhere. There will always be bits and pieces of information about the world around you, in the form of rumors on the road or even radio transmissions. These will be there to give you possible avenues to explore, but none of them will have to be followed. This is your story.

EVERYTHING IS PERSONAL
In Twilight: 2000, the PCs are not faceless adventurers killing for gold. They are individuals, with dreams and relationships. Sure, they need to work together just to survive another day, but in the end, the game is about what the PCs want for themselves.

THE END IS NEVER SET
It’s fine to consider what twists and turns the campaign might take beforehand. I will do my best to challenge the PCs, letting them face dangers and misery, but I won't try to control how the players react. Instead, your actions will have con­sequences, and I will create new challenges based on those consequences. That’s how the game world comes alive.

DEATH IS A PART OF LIFE
The world of Twilight: 2000 is a harsh place. Killing the PCs is not my goal in itself – but if it happens, I will let it happen. I will not fudge dice rolls or throw in some miraculous deus ex machina to save a PC’s life. The players should feel vulnerable. This doesn’t mean that the players shouldn’t care for their PCs and just treat them like expendables. On the contrary, they should feel invested in their PCs’ lives, rejoice in their successes and mourn them when they die. A player character death is not a failure, it is a part of your shared story.

HOPE NEVER DIES
Twilight: 2000 isn’t only about pain and suffering. The darkness needs to be contrasted with the light of hope, for a new and better life.
Referee
 GM, 4 posts
Thu 10 Dec 2020
at 14:31
The State of the Game World
What do the PCs do?

STAY ALIVE
Your most immediate goal in Twilight: 2000 is to survive. You will need to scrounge for food, ammunition and fuel for your vehicle from day one. You’re in hostile territory surrounded by enemy soldiers and marauders who will try to kill you on sight and take what’s yours. You need to keep moving, stay alert, and be prepared to fight for your life every day.

HELP THOSE IN NEED
You might be alone and on the run, but at least you have weapons to protect yourselves and the skills to use them. On your travels, you will meet people in even more dire straits than you. Starving refugees with nothing but the clothes on their backs, civilians terrorized by some local warlord. It is up to you and your conscience whether to help those in worse need then yourselves, or leave them to their fate.09

SEARCH FOR INFORMATION
If you want to stay alive, you’ll need fresh intel – about enemy troop concentrations, other US stragglers, ma­rauders in the area, which bridges are blown and which towns have been hit by tactical nukes. Scout ahead, ask around. If you don’t know what you’re walking into, you won’t make it very far.

FIND A SAFE HAVEN
Safety is a rare thing in the world of Twilight: 2000. But there are still some places, few and far between, where a semblance of order remains. Small communities or bases, islands of civilization in a sea of chaos, fighting desperately to protect themselves against the armies and marauders roaming the land. Maybe you can find such a place, and maybe they will let you stay there, at least for a while.

STAKE A CLAIM
Maybe one day, you can stop running. When you’ve gath­ered enough resources and found a location safe enough, you can create your own sanctuary in a world of war – a home base. The start of something new in the ruins of the old. But be warned, enemies will come knocking and you will need to fight to defend what’s yours.

REVEAL OPERATION RESET
Operation Reset was the code name for the final military operation launched by NATO and US forces in Northern Europe. Its purpose is a mystery – all you know is that it led to your unit being wiped out and thousands of soldiers killed. So it had better been about something important. Rumors about the true nature of Operation Reset are many – some even say its end goal was nothing less than the re-awakening of civilization as we knew it. That’s probably fairy tales, but what if some of it is true? And what if Operation Reset isn’t over yet, what if the world can still be saved?

FIND A WAY HOME
If your character is a soldier in a foreign land, you might be looking for a way to return home. It’s probably noth­ing but a pipe dream, but someday, somehow, maybe you can make it back.