Serious [Pitch] Twilight 2000 : Escape from Kalisz

blooregardo

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(this timeline is copied, paraphrased, and truncated from the one provided in Twilight: 2000 4th edition by Free League Publishing. Information has been ommited or obscured for brevity's sake of either brevity, or for concealing spoilers.)

1989
The Berlin Wall falls.
1990
Iraq invades Kuwait, starting the Gulf War.
Germany is reunified.

1991
The Gulf War ends.
Boris Yeltsin is elected president of Russia.
The Warsaw Pact is formally dissolved.
The "Gang of Eight" stage a successful coup in Moscow. Gorbachev and Yelstin are arrested, and vice president Gennady Yanayev – one of The Eight – is declared the new president of the Soviet Union.

1992
With the efforts of the Gang of Eight, the collapse of the Soviet Union is halted. The Eight spend the year purging their opposition within the government. In the US, Bill Clinton wins the election running on an economics-focused platform. Francis Fukuyama publishes The End of History and the Last Man.
1993
President Clinton visits Poland and the Baltic States, signaling that they can depend on NATO support. In time, perhaps even membership.
In the USSR, Yanayev dies under mysterious circumstances. KGB Chief Vladimir Kryuchkov is named the new president of the USSR.

1996
Soviet tanks cross into Estonia, Latvia, and Lithuania. The Clinton administration hesitates in sending support, and within a week each country falls back under Soviet control.
Harvey West defeats Bob Dole in the Republican primaries. Running on a platform of strengthening the military, West defeats Clinton's re-election campaign by a narrow margin.

1997
West is inaugurated as the 43rd President. Immediately, he begins increasing military presence in Germany, including a number of tactical nuclear weapons. Kryuchkov orders the invasion of Poland to prevent it from falling into the NATO sphere of influence. In response, West initiates an air bombing campaign in Poland, initially unwilling to send troops. However, these reciprocal escalations continue, and by June, US and Soviet ground forces are fighting in western Poland, engaging one another direct combat for the first time.
1998
Nuclear strikes are detected in the Golan Heights. Losing in Europe against the NATO offense, Kryuchkov --using the strikes in the Golan as justification and precedence-- approves limited tactical nuclear strikes against troop concentrations in Poland. NATO is devastated, and they respond in kind. Initially, both side only strike military and command and control targets. As the duel continues, so does the escalation of force; industrial and eventually civilian centers are targeted. Not strictly in Poland, but throughout Europe and the United Kingdom, and eventually mushroom clouds erupt on US and USSR soil. Both side show enough restraint to stop short of nuclear annihilation-- at least for now.
1999
The winter of 1998-1999 is Europe's coldest in living memory. By New Year's Day, civilian losses have surpassed fifteen percent in most cities that have not been completely leveled. The resulting EMP effects from the nuclear strikes collapses communication networks and supply lines for all sides. Ammunition becomes scarce enough that there are anecdotal accounts of armorers removing the auto sears from issued rifles. Fuel becomes scarce enough that vehicles are converted to run on alcohol, and units that can feed them turn to using horses instead of jeeps. Medical supplies are scarce, and diseases thought to be eradicated in modern times have returned. Food becomes scarce, and you don't want to know what people resort to in order to fill their bellies. Soldiers now fight to survive rather than to conquer. Those civilians not recruited to replenish the dwindling NATO and Warsaw Pact ranks are even worse off. Where the rule of law survives, it is unforgiving and carried out by armed militias. Ordinary people have turned to banditry.
Additionally, even electronic equipment that survived the EMP blasts still struggle to send and receive signals, making communication with command difficult and intermittent, often outright impossible. US and Soviet forces find themselves effectively stranded in a battered country full of cold, starving, and justifiably angry at those that wear the uniforms of the powers that ruined their lives.

What is left of the WHO estimates that nearly half of the world's population has died.



TWILIGHT: 2000 - ESCAPE FROM KALISZ
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You are part of the US Army's 5th Infantry Division. Reinforcements, replacements, local recruits, and even a few veterans that have been in the country since the original '97 deployment. A little ragtag, sure, but the Red Devils are proud of a history that goes back to the first World War. It's April, 2000, and earlier in the month, you were hearing rumors that NATO was gearing up for a big offensive, the first in over a year. A movement part of a so-called "Operation Reset"; as far as you know, an effort to link up the scattered remains of units across Poland and push to retake Warsaw -- what's left of it.

The first week went well, so well you might have even been tricked into thinking this war was winnable. At first, they were taken by surprise and your unit took a suprising amount of ground in such a short time, given the fatigue and strained supplies, but you can get pretty far on good morale. What was even more surprising was the effectiveness of the Soviet counterattack that came after the first week. When the lines ground to a halt in a stalemate at Kalisz, the offensive began to fall apart. The 5th was scattered, and you are routed into the woods.

With your entire division in shambles and on the run, you overhear your final orders from NATO command, a grim, high-treble rasp from the radio inside an overturned Humvee:

"Good luck. You're on your own now."


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Ever since first hearing about it a year or two ago, I've been pretty fascinated with the setting of Twilight: 2000. I got my hands on a PDF of the latest version to run a game for some local friends, and the more I've gone down the rabbit hole the more I realize it potentially scratches the itch of couple different RR's I had in the back of my mind, or RP I more generally wanted to see.

One was an original setting I had been writing alt-history Cold War lore for, until I realized there's a setting already out in the wild that put some together more concisely and eloquently than I ever could. Plus it's a setting that's existed since the 1980's and there's lots of official and fan made campaigns out there to draw inspiration from.

Another idea I had pitched to a couple people was an RR set around... not exactly an extraction shooter, but an RP setting that lets you realize your mental platonic ideal of what a game like Tarkov could offer as a roleplay setting rather than a competitive shooter game. I think that one's kind of a confusing sell and maybe unique to me, but whatever that itch is that I can't articulate, Twilight 2k scratches it with its post apocalyptic setting, cold war gear apocrypha, resource scarcity, and potential for setting up difficult moral choices.

Also I've heard people talking about TRP off and on again and I think there's some desire for another military RP. Not in the sense of rank-and-file order and having a command structure, since Twilight 2k doesn't really have that, but in the sense of the camaraderie of being part of a unit. That, plus the "you're on your own" element of being cut off from command makes the setting really compelling to me.


I don't have specific maps or content in mind yet, but content is easily obtainable for cold war/early GWOT weapons and vehicles and maps that can pass for Europe. This thread is less a cohesive plan --I'm still working my way through the literature surrounding the TTRPG, even-- and more just to see if this is something people would be interested in. I know there's a lot of projects on TnB's plate and this is something that can and should happen only after things aren't so busy. But, if it is something people are interested in I'm more than happy to flesh this out a little more, find and curate content, write more plot than "get the hell out of dodge". On that last point, the ideal length of time for such an RR would be a couple weeks, no more than a month if we really want to push it, but if it's a setting people find they want to have a permanent server on later on down the road, the official expansions surrounding the city of Kraków --a neutral city that has supplies, luxuries, a functioning government, conditionally electric power, and several crisscrossing seedy plots--could make for a compelling longer-term setting. But that's if people find that they like the RR enough, and that's if people are interested enough in an RR in the first place.

Is this an RR you'd be interested in participating in? Have you played the TTRPG before and have some experiences you want to share? Are there aspects of this setting that you really like, or aren't too fond of that want to be changed?
 
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I'm a massive fan of Metro Exodus so I'm very attuned to the post-WW3 ragtag scavenger type stuff with a group of soldiers spun off from the old world's military travelling across country for better land so, I'd like this very much especially since it's working with real life equipment which is infinitely more easy to research into and understand the function of which is something I like to do.
 
I'm not familiar with this tabletop, but I'm intrigued! I think this would be very fun as an RR.
 
good post it seems tgreat, would you be willing to do a pilot project on a small scale
 
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good post it seems tgreat, would you be willing to do a pilot project on a small scale
most likely. again, tnb has a number of other projects that are probably more important, and I'm gonna be busy for a little while, but other than that I'd be happy to.
 
How much would you need in terms of set-up? Dev help, content, gamemode changes, time to host, etc. If you could itemize this in a list, that'd help out a ton in terms of getting a feel for where to fit this in & how to make it a reality.
 
From the creator of Vitenam RP comes the next big hit
I think DiBen was the one that pitched the Vietnam RR; I was barely in it and I played more peripheral roles like an APC crew and a downed heli pilot
 
How much would you need in terms of set-up? Dev help, content, gamemode changes, time to host, etc. If you could itemize this in a list, that'd help out a ton in terms of getting a feel for where to fit this in & how to make it a reality.

I spoke to you in DMs and we both agreed that it's early for specifics, but some general things:


planning:
-don't need to make a huge song and dance of it since it's just an RR, but a small planning team may be a good idea.
there's questions I don't have answers for yet on things like balance and player experience. For example, this is something that I think works best if the ""protagonist"" group (that is to say, a group of 5th infantry characters, something resembling a larger version of a group of characters that might compose a typical tabletop campaign) is outnumbered by other groups. how do we incentivize that kind of balance and not make them feel like event characters? is that something players will even need many incentives for or will they naturally want to do this?
-planning team would also help establish these groups - including other stranded US military divisions/NATO-allied groups that may ally or even oppose the group, local Polish military, civilians stuck in the middle of it all, CIA/DIA/KGB/GRU agents embedded in any of them, and marauder groups made up of any and all of these groups. Depending on if it's something we'd be open to revisiting in future RR's or a longer term setting (like something set in the neutral city of Krakow), do we want to foreshadow other factions being on the periphery like the Shepherd's Flock, Vorovskoy Mir, the WHO, Pirates of the Vistula, etc etc
-with such a large ""protagonist"" group, do we want to set goals beyond survival or let people divide into their own factions with their own different goals (find a way back to the US, stick around to keep fighting the Soviets, try to follow through on operation reset, carve out a settlement for themselves and try to survive in the countryside, etc)
-establishing consistent tone. Personally I think it should be the "overall depressing but has some rays of hope that keep characters going" flavor of post-apocalyptic. How well can that be adapted to Gmod though? how much do we want to hammer home the nature of scarce supplies? is this window dressing for the setting or are we giving players limited ammunition and resources? Also, some of the TTRPG books (for the current version) hint at some borderline sci-fi stuff happening behind the scenes -- do we want to preserve that as is or omit it entirely and focus on something more grounded in reality (or at least grounded in its own alt-historicity)? Personally I don't mind the tiny dash of sci-fi/weird science as its presented in the game, since it adds intruige, serves the setting, and has a small enough presence that it can optionally be ignored, but that may be a tonal dealbreaker for some people.
-establishing s2k/s2rp conduct (it changes all the time and now we're adding vehicles into the mix) and rules for ancilliary systems if needed

maps:
-Anything that can pass for European countryside with farmhouses, or small cities/towns with a lot of destroyed buildings/rubble. Maps representing heavily damaged/ruined roads are a plus. I'll look on the workshop for contenders and test out a few maps to see what could work best.

content:
-simfphys as a vehicle base for ground vehicles; I know Glide is the new hotness, but simfphys is a more matured system and has more content available. plus the last time I tried it, I didn't notice it had support for cruise control, which would make typing emotes while moving a bit of a headache. Glide is however pretty great for bikes, boats, and aircraft, so it probably still has a place; while working aircraft can and do very rarely show up in the world of Twilight 2000, aircraft sightings are exceedingly rare. Players might witness a flyover once in this campaign if they are lucky.
-Cold War era NATO and Warsaw pact vehicles. Some tanks and APCs or IFVs for both sides too, but a stronger focus on 4x4's, trucks, things of that nature. Civilian vehicles especially, understanding that nuclear strikes might have rendered the newer, fuel-injected cars inoperable. Old flatbed trucks, Toyota pickups, Ladas, Polski Fiats, carburated dirt bikes, maybe the odd surplus jeep from the last war given a new life on the farm: these are the sorts of vehicles that we can expect to find that still work in the countryside.
-Horses. if there's a working rideable horses addon that isn't too janky, we should make use of it. Bicycles, too (another thing Glide is great at).
-Usual fare of weapons for NATO (M9, M16 variants, M4, etc) and USSR (AKM, AK74, RPG-7, etc). Some police weapons (ie Glock 17 or P99), civilian weapons (hunting shotgun, crossbow, bolt action rifle, maybe a .22 of some kind?), and, if possible, improvised weapons (pipe guns, spiked club, IED, etc). It would also be cool to see a few weapons in this list that are uniquely Polish, like the PM-63 machine pistol or Tantal assault rifle. These are just suggestions and getting too into the weeds might be beyond the scope of an RR, but the more the merrier if it can be done easily and with a consistent weapons base. On that last point, I have no idea what the best weapon base would be.
-Player models -- there's a lot of ragdolls on the workshop representing 80's/90's era US and Soviet soldiers, but they might need to be converted to playermodels. Same for civilians, marauders, and local militia. If we want a clothing/uniform system like we're normally used to, we may need to adapt these models for that.

dev help:
-Fuel scarcity is a big part of Twilight 2000. Implementation of some kind of fuel mechanic (another reason I prefer simfphys for this is because it has fuel consumption) is a big obstacle. If people can suspend their disbelief and see simfphys gas pumps as alcohol stills, even better,
-depending on how much we want to showcase the world at large and how settlements survive, something to accomodate a barter economy, or a system that allows people to spend their ammo reserve on food, fuel, supplies, information, etc.
-conversion of some ragdolls to playermodels (could that more easily be adapted to the dev work already underway for other settings?)
-if there is not already something on the workshop, perhaps something for artillery strikes/mortar attacks. If I remember right there's already provisions for that sort of thing in previous versions of our roleplay script. If there's an old tnb script equivalent or an addon for it already that accomodates it, it would be really cool to see players get to use crew served weapons like mounted machine guns and mortars as well, but that's not totally necessary either.
 
I spoke to you in DMs and we both agreed that it's early for specifics, but some general things:


planning:
-don't need to make a huge song and dance of it since it's just an RR, but a small planning team may be a good idea.
there's questions I don't have answers for yet on things like balance and player experience. For example, this is something that I think works best if the ""protagonist"" group (that is to say, a group of 5th infantry characters, something resembling a larger version of a group of characters that might compose a typical tabletop campaign) is outnumbered by other groups. how do we incentivize that kind of balance and not make them feel like event characters? is that something players will even need many incentives for or will they naturally want to do this?
-planning team would also help establish these groups - including other stranded US military divisions/NATO-allied groups that may ally or even oppose the group, local Polish military, civilians stuck in the middle of it all, CIA/DIA/KGB/GRU agents embedded in any of them, and marauder groups made up of any and all of these groups. Depending on if it's something we'd be open to revisiting in future RR's or a longer term setting (like something set in the neutral city of Krakow), do we want to foreshadow other factions being on the periphery like the Shepherd's Flock, Vorovskoy Mir, the WHO, Pirates of the Vistula, etc etc
-with such a large ""protagonist"" group, do we want to set goals beyond survival or let people divide into their own factions with their own different goals (find a way back to the US, stick around to keep fighting the Soviets, try to follow through on operation reset, carve out a settlement for themselves and try to survive in the countryside, etc)
-establishing consistent tone. Personally I think it should be the "overall depressing but has some rays of hope that keep characters going" flavor of post-apocalyptic. How well can that be adapted to Gmod though? how much do we want to hammer home the nature of scarce supplies? is this window dressing for the setting or are we giving players limited ammunition and resources? Also, some of the TTRPG books (for the current version) hint at some borderline sci-fi stuff happening behind the scenes -- do we want to preserve that as is or omit it entirely and focus on something more grounded in reality (or at least grounded in its own alt-historicity)? Personally I don't mind the tiny dash of sci-fi/weird science as its presented in the game, since it adds intruige, serves the setting, and has a small enough presence that it can optionally be ignored, but that may be a tonal dealbreaker for some people.
-establishing s2k/s2rp conduct (it changes all the time and now we're adding vehicles into the mix) and rules for ancilliary systems if needed
I can't speak for others but you know me. I'd love to play fucked up civilian scavengers getting the short end of the stick and coming into conflict with the protag group to the psychological detriment of everyone involved.
 
so just to make sure, this is gonna be like US/Western European Forces against Soviets and the people locked in the middle of that set in the late-90s?
 
so just to make sure, this is gonna be like US/Western European Forces against Soviets and the people locked in the middle of that set in the late-90s?
technically 2000, but more or less yes. The bombs fell in 1998 so there's been 1-2 years of civilization coming apart at the seams, supply shortages, and command structures falling apart. while the military rp element is there, these soldiers have spent most of that time cut off from command and fending for themselves. it's more this war of mine by way of tom clancy
 
technically 2000, but more or less yes. The bombs fell in 1998 so there's been 1-2 years of civilization coming apart at the seams, supply shortages, and command structures falling apart. while the military rp element is there, these soldiers have spent most of that time cut off from command and fending for themselves. it's more this war of mine by way of tom clancy

can I play/restore the Soviet Union
 

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