Tag Archives: Twilight: 2000

Twilight: 2000 Edition War

Not much of an edition war, actually. At least, not here, where I’ve turned off commenting.

A couple of months back, someone on the Twilight: 2000 fan forum asked about the relative merits of the game’s second and fourth editions. Having just written up characters for all four editions for the 2025 Character Creation Challenge, I’ve been thinking idly about this subject again. Here’s my take on the best features of each edition:

First edition wins for timeline and setting. It has the deepest library of official publications from which to draw and consequently is the best-developed world. When I’m running T2k, I base my world on the setting presented in the 1e materials, with an alternate-history break point occurring in the early 1980s. I generally like percentile systems, but the mechanics herein are just… odd… in a number of places.

Second edition, specifically its v2.2 iteration, wins for play-by-post. Its mechanics have deeper levels of detail, but that slows me down too much when I’m trying to run a realtime game. I’ve found a number of players willing to try it but none willing to master the rules. Its life path system also tends to generate characters who aren’t competent enough to succeed consistently at the sort of adventuring the setting calls for, so some house-ruling is often necessary for me.

Third edition, i.e. Twilight: 2013, is where I have both some bias and an emotionally complex response. As the lead rules designer, and probably the most visible member of the design team still involved with the T2k fan community, I’m still more than a bit sore about the game’s shitty reception among the existing fan base. Having said that, I also acknowledge that a lot of the mechanics I developed are better suited for computer-mediated play than tabletop pencil-and-paper gaming. Where 2013 sits for me is mainly a source for strip-mining conceptual elements to port to the other editions. Justin Stodola’s work on the ballistics model still sings. The gear library adds the fiddly “what’s in his pocketses?” bits that appeal to my inner twelve-year-old poring over U.S. Cavalry catalogs. I occasionally think about returning to the initiative system to tweak it to feel more like X-Com’s action points, but that would require creative effort better expended elsewhere.

Fourth edition is my current go-to for in-person (or VTT) play. It has enough detail to satisfy my usual groups, none of whom are particularly obsessive about tactical minutiae, and it runs smoothly and quickly enough that I can get an eight-player group through a firefight in a single session with time left over for investigation, exploration, and roleplaying on either side of the combat. It also, generally speaking, offers characters who can be made broadly competent enough to contribute meaningfully outside one narrow niche.

Point-Buy Character Creation for Twilight: 2000 v2.2

One of my long-standing headaches with Twilight: 2000 v2.2 is the life path character creation system. While it does help build the character biography, I more often find it constraining when I have a concept that doesn’t fit neatly within the limited number of boxes it offers. The random elements also tend to generate parties with widely-varying levels of competence, which means some PCs are more capable than others of making meaningful contributions to party success – both in and out of combat.

My solution to this, which has been kicking around my core rpol.net play-by-post group for several years now, is a point-buy system. Mathematically, this works out to roughly what you’d get out of a well-optimized four- to five-term life path PC with good rolls. This has gone through a few different iterations; this is, I think, the one with which I’m happiest.

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Katie Christensen

Game: Twilight: 2000 (4th edition – Fria Ligan AB, 2021)

My Experience: I’ve tinkered with 4th edition for a while. As amply documented on this blog, I’ve been running a campaign (with added paranormal elements) for about two years now. Haven’t actually gotten to play yet, though.


Captain Katie “Acid” Christensen, Trapped in the Mud but Staring at the Stars

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Václav Procházka

Game: Twilight: 2000 (second edition, v2.2 – GDW, 1993)

My Experience: The second edition of Twilight: 2000 came out in 1990, when the so-called end of history had rendered the first edition’s game history obsolete. It featured an updated timeline to which, admittedly, I paid very little attention. More of my focus was on the more playable game engine, which eliminated a lot of the headaches high-school-age-me had with the original game. I snapped up the yellow boxed set as soon as it released, flailed ineffectually with it through high school and my early college years, and shelved it when it became clear that I wasn’t going to find anyone interested in playing. Along the way, GDW released v2.2, which I didn’t actually use until I was in my late thirties and involved in a few play-by-post games. But we did have some pretty fantastic PbPs…


Corporal Václav Procházka, Everyone’s Favorite Defect(or)

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Murray Vinson

Game: Twilight: 2000 (1st edition – GDW, 1984)

My Experience: The first edition Twilight: 2000 boxed set was probably the second or third RPG I owned. I would like to say I ran it for my Boy Scout troop during my middle school years, but the truth of the matter is that I was in middle school and had no idea what the hell I was doing. By the time I did scrape together some sort of clue, first edition had long since fallen by the wayside in favor of the Big Yellow Book and later iterations. Still, it’s a universe I’ve found compelling for almost forty years, so for the last four days of this challenge, I’m going to build a character for a different edition each day.


Sergeant Murray Vinson, Cavalry Raider

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Custom Specialties II (Twilight: 2000 4e House Rules)

A while ago, I posted a few of the custom specialties I’ve thrown together for Kaserne on the Borderlands. Since then, I’ve added a few more at player request – or because it seemed like a good idea at the time. Here’s the most recent full list.


Battle Planner (Command)

Roll Command when you spend a shift or more planning your unit’s actions in an upcoming combat. You get a +1 modifier for each of the following factors that is decisively in your team’s favor, and a -1 modifier (or greater, at the referee’s discretion) for each one that’s decisively stacked against your team: numbers, troop quality, equipment, terrain, weather, intelligence, surprise. During the planned combat and while generally following your plan, each member of your unit may completely re-roll a number of their own rolls equal to the number of successes you received on your Command roll.


Fireteam Leader (Command)

Roll Command as a fast action. If you succeed, choose one PC or allied NPC per success who can hear your voice. Each target immediately becomes unsuppressed.


Folklorist (Persuasion)

When you encounter a phenomenon that appears to be of supernatural origin, roll Persuasion. If you succeed, the GM will tell you something about related folklore or mythology. You’ll generally get more information on folklore that originated from cultures with which you share a language.


Herbal Medicine (Medical Aid)

When you attempt to forage, you may choose to gather medicinal plants rather than edible ones.  If you succeed, roll 1d12 on the following table and gain one dose per success of the indicated medicine:

  1. Pain reliever
  2. Pain reliever
  3. Pain reliever
  4. Anesthetic, local
  5. Antibiotics
  6. Antacid
  7. Anti-diarrheal
  8. Multivitamins
  9. Sedative
  10. Stimulant, mild
  11. Stimulant, mild
  12. Stimulant, strong

[Some of these meds are also homebrewed. I’ll eventually post them too.]


Insurgent Leader (Command)

Roll Command when you spend a shift or more interacting with allied NPCs. If you succeed, each affected NPC gains Unit Morale one step lower than your own (to a minimum of D6) while within 5 hexes of you. In abstract mass combat, while within voice or visual range of you, each affected NPC gains one step of troop quality, to a maximum of D12. These effects last for one day per success you rolled.


Jerry-Rig (Tech)

Gives a +1 bonus to Survival when scrounging for parts and a +1 bonus to Tech when repairing or improvising construction of simple machines.

[We’re currently monitoring this one to see if it’s too powerful.]


Medical Examiner (Medical Aid)

Roll Medical Aid when you spend a stretch or more examining a dead body.  If you succeed, the Referee should give you some useful information about what happened to your subject and when.

Meteorologist (Survival)

Roll Survival when you spend a stretch or more making weather observations.  If you succeed, the Referee should tell you the upcoming weather trend for a number of days equal to the successes you rolled.


Pharmacist (Medical Aid)

Gain a +1 to Tech rolls for creating medications, and to Medical Aid rolls to use medications or identify and treat poisons.


Prepared Packer (Survival)

Once per session, roll Survival. If you succeed, you may declare that one common item was “in your pack all along.” Add the item to your inventory. The item may not have a weight greater than the number of successes you rolled, may not exceed your available encumbrance, and must plausibly fit inside your backpack or pockets. If you use this specialty to produce a common firearm or limited-use item, it comes with 1d3 reloads or uses.

[Some of us are Night’s Black Agents fans.]


Storyteller (Persuasion)

Once per shift, roll Persuasion when you spend a stretch (5-10 minutes) telling a moving or inspirational story. For each success, choose one audience member who may remove 1 stress.

[We’re also monitoring this one to see if it’s calibrated appropriately.]

Kaserne on the Borderlands: House Rules Recap

I’m preparing to resume running Kaserne on the Borderlands in the near future. I figured it might be useful for my three hypothetical readers to summarize the house rules my group currently uses. In no particular order:


Character creation strikes a balance between the book’s template-based player control and life path power level.

A PC starts with a C (d8) in each attribute. The player gets three increases to apply. If the player reduces one attribute to D (d6), they get a fourth increase.

The player chooses one skill at B (d10), two at C, and three at D.

The player chooses three specialties, one of which must be attached to the PC’s B skill.

The player chooses the PC’s starting Coolness Under Fire (as appropriate to the concept), then rolls that die. The die result is the PC’s starting permanent rads.

I assign starting equipment according to the situation in which the new PC enters play. As the game’s economy is largely driven by salvage and looting, this hasn’t been particularly unbalancing.


Character advancement occurs more-or-less normally (but see Coolness Under Fire changes, below). However, because we’re doing troupe play in which all but one of the players currently have two PCs each, XP is pooled at the player level and can be spent on any PC that player controls.

Coolness Under Fire changes occur at the end of each session in which combat occurred. For each PC who participated in combat, the player rolls their CUF die.

If die comes up its maximum value, CUF increases by one step.

If the die comes up a 1 and the PC took a critical hit or was incapacitated from stress, CUF decreases by one step.


Machine guns don’t suffer Reliability loss or jams from 1s on ammo dice – only base dice. We’ve found that this tweak makes belt-fed automatic weapons much more effective at laying down suppressive fire for multiple turns. They jam much less than assault rifles – but when they do, the party definitely feels their absence.


Initiative occurs each round in three phases:

  1. Fast PCs
  2. NPCs
  3. Slow PCs

At the beginning of each round, each player rolls Coolness Under Fire. As usual, they add Unit Morale to this roll if their PC can see or hear at least one ally. If they succeed, the PC acts in the fast phase. If they fail, the PC acts in the slow phase.

During each PC phase, characters in that phase act in whatever order the table deems appropriate. During the NPCs phase, NPCs act in the order in which I deem appropriate.

(If friendly NPCs are in the fight, the NPC phase is split into friendly and hostile NPCs. GM fiat determines which group goes first. Usually, I give precedence to the side that has the greater in-narrative combination of volume of fire, position, numbers, morale, and effective command.)


Bullpup rifles are treated as carbines, getting a – 1 penalty (rather than -2) for attacks in the same hex and a -2 penalty (rather than -3) for one-handed attacks. However, they always reload as a slow action. This hasn’t come up much in play yet, as I don’t think any PCs have picked up the AUG I included in an early loot allocation, but it feels like a good fit for the handling advantages and disadvantages of the bullpup layout.


Patrolling is a sometimes-used downtime activity documented in this post. It’s basically wandering around an already-explored hex looking for details and trouble.


The Cook specialty has additional functionality if the PC is supervising large-scale mass feeding. Each day that the PC spends a shift on this work, the player makes a Survival check. Each success reduces the community’s total food consumption for that day by 5%. This represents increased efficiency in the communal kitchens – basically, the same effect as the specialization’s as-written function, but scaled up.


A few custom specialties are on offer. They’re documented in this post.


Command, as written, doesn’t do a whole lot, and neither does the vehicle commander crew position. We tinkered with making both of them a bit more relevant as discussed in this post, but we’re currently looking at a broader adaptation of the way the Aliens RPG handles it. Stay tuned.

T2k 4e Life Path Math

Elsenet, a colleague recently asked about the likelihood of Twilight: 2000 4e PCs making it to various numbers of lifepath terms before the war kicks off. Assuming a RAW implementation of a 1d8 roll under the number of terms taken thus far, the distribution looks something like this:

… so your “average” 4e PC will four terms of character development before the war breaks out. Anything above 6 terms is a significant outlier (and probably doesn’t have great attributes from all those aging rolls).

(I think I got this right, but my math is not guaranteed. It’s been a minute since I did anything with probabilities, and I somehow managed to get a master’s degree without ever taking a college statistics course.)