Havard wrote: ↑
Sat Jul 07, 2018 12:23 am
Anyone played this classic WW3 based game?
Is the game somehow related to the same universe as the Traveller Setting?
What do you think about the rules and the setting of Twilight 2000?
I also read that the RPG called 2300 AD is somehow connected to Twilight 2000?
GDW produced Traveller, Twilight:2000, and Traveller 2300, or later known as 2300AD, but that is as close as the incompatible game systems get. Each game has its own rules system, although Twilight:2000 (T2k) is the forerunner of 2300, but their rules systems are completely different and incompatible.
The aftermath of the in-house T2k campaign advanced the hypothetical time-line 300 years. Along the way, the designers introduced the beginnings of a space program and countries continued to explore and then colonize habitable planets. The same precepts of a "Cold War" that allowed the T2k campaign events to unfold (and thus, create the setting for it) followed suit in 2300; Earth countries continued their quests for national conquest in the stars.
Could 2300 be considered an historical forerunner of Classic Traveller? Yes, if you want it to be so, but - the histories are similar, but are not the same, and are unrelated.
While Traveller boasts several alien races to help or hinder the human (Terran) races, 2300 only has a few - (the Khafer, iirc) and are hostile to humans.
The Traveller Universe is mapped in 2D, while 2300 universe is mapped in 3D, and the extent of human exploration is not nearly as extensive as it is in the Traveller Universe. The whole of human exploration fits on one 2ft x 2ft fold out map called "The Near Star Map", as iirc all of the stars on it are within 100 light years of Earth.
Twilight 2000 rules: I don't have the books (I was a player in the mid-80's while in the USN), but I managed to make a few copies of the character creation worksheets, PC records, maps, and useful info pull-out sheets, like combat, equipment, vehicles, etc. Given all that, I don't recall much about the rules, but overall, I thought it provided a method of over-measurement for what would be considered "real" human beings; no fantasy or science fiction properties. It seemed quite rules heavy to me back then, and ridiculously so now.
Traveller 2300/2300AD rules were better, but abstractly so. It provided some basic elements of science fiction as factual as it could within the constraints of a fact-heavy reliant RPG about the human condition (physically and mentally) in the early stages of interstellar exploration. This system is incompatible with T2k AND Classic & Mega- Traveller systems.
Of the 3 game systems, I've only ever played extensively with Classic Traveller, although in the few months long T2k campaign, we at least managed to get to (or was it out of?) Poland! I prefer the Traveller rules to either of these other games' rules, and - albeit they are simpler, I feel that they cover a LOT of potential in the game that T2k, nor 2300 could.
The setting fluff for T2k and 2300 is interesting, if in only looking back to the year that was 2000 to us now, the premise seems far-fetched and ridiculous, but as a post-modern apocalypse setting written in the mid-80's, T2k expressed what we all feared at the time: World War III - not just nuclear, but fought in the most modern conventional means available.
As an out-growth of national politics of T2k, the 2300 campaign setting likewise suffers from looking backward from 2018, but it is interesting to see how the in-house GDW players managed their respective countries, making deals, treaties, bargains, etc., in order to get the world into space, and to colonize other planets.
Some of the alliances seem very far-fetched, even to me back then, but, after watching FIrefly series & getting THAT RPG rulebook, it's not too hard to imagine another (what is in the modern day a...) 3rd world country one day become one of the world's superpowers, and leading the charge to the stars.