"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Sunday, January 5, 2025

Twilight: 2000 - 1st Edition (1984)

From the web:

TWILIGHT: 2000 is a complete role-playing system for survival in a devastated post-holocaust world. Rules cover character generation, living off the land, encounters, combat, skills and skill improvement, medicine, vehicles, ammunition, trade and much more.

The combat rules are a major breakthrough. One general combat resolution procedure covers all types of combat: hand-to-hand, melee weapons, small arms fire and fire against armored vehicles. Once the basic three-step combat sequence is understood (Did you hit? Where did you hit? How hard did you hit?), combat is quick and easy to resolve, but the wide range of weapons values keeps the system rich in detail.

The background to the war is covered in detail, and extensive material on the state of the world is included to assist the referee. The beginning adventure is actually a campaign and is the most complete adventure of its type to appear in a role-playing game. It not only gets you playing quickly, it provides many gaming sessions worth of encounters and adventures and then easily blends into your own campaign.
 

No comments:

Popular Posts