Tag Archives: Twilight: 2000 2e

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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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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