[Year Zero Engine] Twilight 2000 4th Edition powered by YZE

#1
Fria Ligan for the win, yet again. There is no stopping this Swedish RPG Company nowadays.

So my article long ago about the "rise and rise of game engines" is so on point. Trudvang Chronicles opts for the super popular D&D 5th Edition, so I am backing that Kickstarter on 23rd of May.

And today's announcement that the old classic, Twilight 2000 4th Edition designed to make us of the Year Zero Engine is more good news. And it will be closer to the Alien RPG in design too.

Quoting below:
The core gameplay uses a "hexcrawling" system established in the post-apocalyptic Mutant: Year Zero and survival fantasy Forbidden Lands RPGs (both Silver ENnie winners for Best Rules, in 2015 and 2019), developing it further to fit the gritty world of Twilight: 2000. The core rules are built on the Year Zero Engine used in those games (as well as in the ALIEN RPG), but heavily adapted to fit Twilight: 2000 and its focus on gear and gritty realism.
Al;so, checkout the preview artwork samples.

http://www.mynewsdesk.com/us/free-l...s&utm_campaign=Alert&utm_content=pressrelease

cover_twilight_2000_4th_edition.jpg
 

MartinP

Rune Priest
#2
Sure it looks pretty, but do we need another post-apocalyptic game using the Year Zero engine? Don't we already have a whole line of them?

The draw of this must therefore be magic of the Twilight:2000 setting, which over the past 30+ years has bizarrely gone from dark future to alternate history. I was never that interested in it at the time, to be honest. Too close to home, perhaps. Aftermath had my post-apocalypse attention, with its generic "there was an apocalypse, make it up yourself".
 
#9
I'm 50/50 on this one. I'm not a fan of the system and back in the day I found the original utterly pants. However, older me thinks that there might just be a game hidden here. It's a bit like Hot War but later. Alternate history is cool. I like a bit of military and well we're all a bit older and wiser now so it's not just going to be gun porn.

Hmmmm
 

Dom

Administrator
Staff member
#13
I'm 50/50 on this one. I'm not a fan of the system and back in the day I found the original utterly pants. However, older me thinks that there might just be a game hidden here. It's a bit like Hot War but later. Alternate history is cool. I like a bit of military and well we're all a bit older and wiser now so it's not just going to be gun porn.

Hmmmm
The original was definitely gun porn after the core release, but some of the scenario arcs were excellent. It was the first game I point blank ignore the system.

I think if you play it as a brutal examination of the aftermath of society collapsing it will be quite interesting. It’ll also be interesting if it remains grounded in a similar NATO war and how they update that.
 
#14
I'm 50/50 on this one. I'm not a fan of the system and back in the day I found the original utterly pants. However, older me thinks that there might just be a game hidden here. It's a bit like Hot War but later. Alternate history is cool. I like a bit of military and well we're all a bit older and wiser now so it's not just going to be gun porn.
Hmmmm
I remember plentiful scenarios and material for the original in Challenge magazine, most of which were as dull as dishwater. I wouldn't mind a game that enabled you to simulate something like James Rouch's "The Zone" novels - fast moving, dirty dozen style WW3 adventures with a multi-national cast of mavericks, malcontents and pure mental b*st*rds. Minus all the really gratuitous stuff of course (which allegedly caused the UK publisher to have nothing to do with the later books).

There's always Zozer Games' "Modern War" as well?
 
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#15
Having run both T2000 and MYZ relatively recently, this is a great fit. MYZ does hexcrawl well, and it does building your settlement/resistance/19th century secret society well, so it should be great. Theres a blog post somewhere where I highlight the many failings of T2000's system (No. Search. Skill.) so theres no love lost from me there.
 
#16
Having run both T2000 and MYZ relatively recently, this is a great fit. MYZ does hexcrawl well, and it does building your settlement/resistance/19th century secret society well, so it should be great. Theres a blog post somewhere where I highlight the many failings of T2000's system (No. Search. Skill.) so theres no love lost from me there.
Yeah, T2000 also had no social skills, despite the fact you were supposed to spend half your time bartering for supplies and negotiating with local warlords.

T2013 was much better on the skill mix (though if you took the 'Parent/Grandparent' career path, you got Intimidation as one of your skills!), but an attempt to run it again recently reminded me that it was still too crunchy for my current tastes.

So a version which has a more modern system has me swerving back and forth between Squee! Squee! and Do I really need another version of the setting? I suspect squee squee will win!
 

Dom

Administrator
Staff member
#17
The original game was broken badly (in a way that quite a few of GDW's games could be on systems) but the setting caught my imagination. It was gritty and shocking. I can remember the struggle the characters had to survive, and they struggled at first to decide what they wanted to do. It was very much a personal battle of troops lost abroad with failing supplies. Because of the system issues, I ended up running far more like a narrative game with very little need for dice rolls. The players had played Traveller with me and new that I would play hardball in gunfights, so they avoided combat where they could.

Now, FL has decent engines for supplies and hex crawls. The system fades into the background. I think that this is could be a very good mix.

As @Stronty Girl puts it, "Squee Squee!".
 
#18
The original game was broken badly (in a way that quite a few of GDW's games could be on systems).
I always thought it strange that a company which had a reputation for being staffed by propellor heads used to put out such shonky game systems - the GDW "house" rules which were used for later editions of 2000 had all sorts of anomalies. I remember it was easier to knock out a vehicle with a bolt action rifle than a 25mm auto cannon. Getting a shot on target was a function of personal strength, presumably to take account of recoil, but the game already had a recoil mechanic. Personal body armour only came in two thicknesses. Or if you were were driving you had to move in every phase but could only manouvre when it was your initiative - watch out for for those sharp bends.
 

Dom

Administrator
Staff member
#19
  • CT was okay but the tables for combat were weak. MT was much better with the task system but the design sequences went overly complex and the initial explanation for combat was not the best. I don't often talk about TNE as it went away from 2D6.
  • Space 1889 was good right up to the point that they did combat and then it was meh.
  • Traveller:2300 was weak in combat but great on tasks. 2300AD (2nd ed) improved this.
  • T2K first edition was fundamentally flawed.

I think that Mongoose Traveller has fixed any concerns I had on Traveller. I'd have preferred a development of the T4 combat engine, but I can live with what I have. 2300AD is also fixed.
1889 is great in its ubiquity form, but what happens next is the question?
T2K has never had a solid edition.
 
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