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  • Crowdsourced / Co-branded Alternative v4 Rules

    I know this has been discussed before but I wanted to have a thread on this with the news of v4 and Modiphius being confirmed by Marc Miller. I have long been mulling over being involved in a v4 release and supplementary materials, like many of you have, while some of us have been actively working towards by releasing their own v1 and 2.2 sourcebooks and materials.

    I propose that we crowdsource (forum-source) our own fan-approved alternative version of v4 and release it during the same timeframe as Modiphius' version, or soon after. Competition is healthy, after all. I have a few suggestions on how we can proceed and if there is interest, why don't we just do it We can work out the general plan here. Kickstarter is an option.

    Ruleset discussion--which one to use:

    First a note on copyrights of existing games and game mechanics.

    1. Create a version of GDW House Rules System, hybrid v1 and v2.2 if you will, with enhancements: v2.X. The general consensus here is that v2.2 is not broken, being a cornerstone in the GDW/FFE "house rules" system.

    Pros are character generation, a feature and notoriety it shares with Traveller, a generally good combat system including vehicles and skill resolution with enough crunch to tackle relatively complex systems such disease and long distance travel and survival. I personally miss the deck of cards NPC motivation system from v1 but can live without it. Another big pro is the wealth of sub-systems which have been developed for it, many of them originating from this forum. A pro we can't deny is that we have a built-in, experienced in v1 and v2.2 playtest audience here.

    Cons are its crunch (especially for the modern, post-Masquerade RPG audience), and its relationship with Traveller. Traveller 5e was a disorganized mess and it got creamed and rightfully so, in reviews. Furthermore, Twilight 2000 v1 or v2.2 generally scores between 2 and 3 out of 5 stars on popular RPG sites so call it a 2.5. This score is generally replicated by T5e on these same sites. Ironically, T2300AD tends to score higher, despite having the same rule system, but I partially attribute this to its setting. In all 3 cases, it is not a popular system with the modern RPG audience. Another con is its lack of integrated miniatures or skirmish rules to resolve larger battles (partially resolved with supplements) nor rules for the strategic aspect (like taking over a cantonment and becoming a local warlord). Another big con is that T2000 is really a sandbox system with poor organization and lack of coherent narrative to realize that kind of gameplay (until Twilight Encounters came out). Sandbox games have become really popular since the concept was (re-)popularized in retro gaming circles in 2012 or so. See this blog for more on T2000 as sandbox.

    2. Go with a GURPS supplement or BRP system (like D101 from OpenQuest).

    Pros are a built-in audience for those types of platforms and generally good market awareness and marketshare (and reviews). It would also be comparatively simple to graft our setting into either one of these game systems, which would allow us to come to market in relatively short order. A derivative of the latter system, Delta Green, even has detailed rules for modern systems such as electronics, hacking, holographic sights and recent body armour and a great way to model automatic weapons fire, as well as fear and reactions during combat. It also has a gear catalogue which rivals T2000! In a lot of ways, a derivative of BRP is a shoe-in for a system to consider.

    Cons: if we go GURPS, we'd have to qualify as a licensed supplement with SJG; a BRP derivative, no such problem. GURPS and to some degree BRP, are rather crunchy systems, with extensive skill and equipment lists with heavy record-keeping which are generally out of vogue with the modern gaming crowd. GURPS and BRP are known as love-it or hate-it systems, but judging by purchases of either, there's a lot of people who love them. The character generation systems for both also leave a lot to be desired (point-buy vs. old-school D&D).

    3. Warhammer/WFRP Hybrid: very much how like Flames of War and Team Yankee are derivatives of Warhammer, and WFRP is an RPG implementation of the latter, we could create our own version of WFRP but set in T2000.

    The big pro is miniatures and the massive popularity of these games. While most of the RPG industry flounders, the titles listed above are growing. Check out BF Events and bear in mind that they are the junior partner to giants such as GW, Warmachine and Fantasy Flights Games with their Star Wars line of miniatures games and RPGs. Ease of accessibility, nice physical accessories and appeal to a wide market are all drivers of these games. As a follow-on RPG, WFRP has been praised as a great game system, although its setting largely helps with this. Built-in audience.

    Cons: the rules themselves have been criticized as being tournament-focussed. The telescopic scale systems are gamey. There is a considerable cost and time to entry (unless we are talking about a Team Yankee RPG as the existing miniatures collections could be transferable). We'd have to negotiate licensing with Battlefront to go the Team Yankee way.

    4. Ambush Alley/Force on Force-RPG Hybrid: add an RPG element to a skirmish game system.

    Pros: a good skirmish game has been a long time coming and Ambush Alley filled the bill. Now repped by Osprey and with some sort of connection to Battlefront, this is effectively WFRP-lite but for Battlefront and Team Yankee. The same pros as above apply but the system itself is truly sublime. Like Fistful of Tows, Ambush/FoF biases character skill over everything else. This is a system which begs to be expanded into an RPG. A lot of players have huge modern and/or apocalyptic 20mm 1:72 miniatures collections and that is perhaps the scale which always worked best for T2000. We should consider 1:72 as a default scale for any T2000 v4.

    Cons: may be difficult to make an RPG out of a skirmish game. Same cons as 3., above.

    5. "Open World Survival" (i.e. retroclone B/X D&D):

    Pros:
    Forgotten Lands was a pretty huge success in this "new" field of games as of late. It's not really new as it's just a re-imagining of B/X D&D but with a clear hexcrawl sandbox bent. It has rules to facilitate the strategic aspect of the game, like fortress maintenance and domain expansion, without simply being a shopping list of what it costs to employ serfs to build the walls. Into this marketspace you could also add any retroclone, but IMO, Forbidden is the best of them, taking the crunchiness of B/X D&D or Torchbearer, for instance, and making the rules as simplistic and easy to play as possible. The key pro is that these types of games are immensely popular, for the fantasy RPG market, at least. They have a small barrier of entry (vs. say v2.2 or GURPS) and can introduce new audiences in short order.

    Cons: The big one here is how to develop a contemporary ruleset in this type of framework without ending up with a busted system like d20 Modern. I haven't seen anyone be able to do it, although perhaps RECON came close and is the best example of this type of effort. In a lot of ways, Ambush Alley is really a modern imagining of RECON. Another con is the d20 moniker. Maybe we can go out on a limb here and use 2d6 or 2d12 or something but then we're in Modiphius' territory.

    Settings:

    1. Double down and go straight T2000 v1 or v2.2. Pros: alternate timeline nostalgia. Cons: not very popular, especially with everyone else outside this forum who couldn't even tell you what the Cold War was.

    2. T1965. Pros: homegrown alt-timeline from this forum. Cons as above.

    3. Team Yankee (the 198X alt-history timeline): Pros: good tie-in with rules system 3. or 4., above. Relatively popular, especially with wargamers (who can and do cross to RPGs). Tie-ins with a wealth of material such as Viktor Suvorov, Chieftains, Red Army by Ralph Peters, Red Dawn, Red Storm Rising and recently Brad Smith* Cons: licensing is going to be a legal issue, especially if designing a WFRP version of Battlefront's Team Yankee.
    * Interesting side-note: Brad Smith is a wargamer and could be persuaded to be involved in our little project.

    4. T2025 or T2035. As 1. and 2., above. Pro: outlined right on this forum. A big con is that this timeline is subject to becoming irrelevant like T2000.

    5. Go more mass-market appeal with a generalized apocalypse setting with a military feel. Pro: appeal. Cons: misses the central design premise of T2000, which was: How do we roleplay military characters and weapons without the restrictions of the military Another con is that the field is swamped--anyone wanna play Fallout RPG

    If you are still reading, thanks, I wasn't expecting to create a 9500 char post.
    Last edited by vihkr; 05-07-2019, 06:16 PM. Reason: URLs

  • #2
    I have only one general comment to add, I strongly believe any T2k successor should be keeping the "Cold War gone hot" concept and presenting it as alternate history.
    However the issue is one of marketing because as you said, many of the potential customers don't even know when or what the Cold War was (and the few that do, think it's "ancient" history in the same way that we think of the wars of the Greco-Roman period as ancient).
    I think an easier (although I hesitate to claim it would be "better" just yet) marketing approach would be to list it as a more real-world based post-apocalypse than other post-apoc games. There are a few players out there who are tired of the zombie/mutant apocalypse games on offer because there are so damned many of them (and a number of them aren't particularly good in my opinion). An alternative to that could be a welcome addition

    Comment


    • #3
      I would be interested in this project, but I also would ask, why don't we invite the guy who's working on this thing to come here and hear us out As much as "competition is healthy", my concern is we would be splitting the community, and that would be bad.

      The rest of your comments are good, especially about Ambush Alley and GURPS. I have a few ideas along both lines and wouldn't mind being a part of trying to help foster some unity and get us miniatures folks intergrated into the rpg rules from the beginning.
      Author of "Distant Winds of a Forgotten World" available now as part of the Cannon Publishing Military Sci-Fi / Fantasy Anthology: Spring 2019 (Cannon Publishing Military Anthology Book 1)

      "Red Star, Burning Streets" by Cavalier Books, 2020

      https://epochxp.tumblr.com/ - EpochXperience - Contributing Blogger since October 2020. (A Division of SJR Consulting).

      Comment


      • #4
        I would definitely be up for a continuation of the V1 and/or V2.2 timelines and rules as I suspect so would Raellus. I loved the old timeline and having the ability to continue it and flesh it out further and move it forward in time or detail areas that were never fleshed out in the original releases would be of huge interest to me - i.e. thus my release for Kenya and East Africa. I have no idea what the V4 will be but I dont see why there couldnt also be releases for the "classic" timeline as well to complement it.

        Comment


        • #5
          Originally posted by Jason Weiser View Post
          ...why don't we invite the guy who's working on this thing to come here and hear us out
          Their absence (surely they HAVE to know this forum exists) is one reason why I'm very, very cautious about the 4th edition. To me, this would almost have to be their first stop (amongst the handful of facebook groups and the like) to get a feel for what people are actually looking for.
          If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

          Nothing happens in isolation - it's called "the butterfly effect"

          Mors ante pudorem

          Comment


          • #6
            Originally posted by Legbreaker View Post
            Their absence (surely they HAVE to know this forum exists) is one reason why I'm very, very cautious about the 4th edition. To me, this would almost have to be their first stop (amongst the handful of facebook groups and the like) to get a feel for what people are actually looking for.
            Craptacular. Lemme see if I can extend an invite through the various FB groups and see if we can get them to give us an audience At least we can say we tried if it fails
            Author of "Distant Winds of a Forgotten World" available now as part of the Cannon Publishing Military Sci-Fi / Fantasy Anthology: Spring 2019 (Cannon Publishing Military Anthology Book 1)

            "Red Star, Burning Streets" by Cavalier Books, 2020

            https://epochxp.tumblr.com/ - EpochXperience - Contributing Blogger since October 2020. (A Division of SJR Consulting).

            Comment


            • #7
              Originally posted by Jason Weiser View Post
              Lemme see if I can extend an invite through the various FB groups and see if we can get them to give us an audience
              I messaged them through their website about half an hour ago with an offer to discuss the three books which are already out plus mine.
              Two working day reply time apparently....
              If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

              Nothing happens in isolation - it's called "the butterfly effect"

              Mors ante pudorem

              Comment


              • #8
                Originally posted by Legbreaker View Post
                Their absence (surely they HAVE to know this forum exists) is one reason why I'm very, very cautious about the 4th edition. To me, this would almost have to be their first stop (amongst the handful of facebook groups and the like) to get a feel for what people are actually looking for.
                I was going to say. Looking at their website, however, it's pretty clear that this company is rather large (for a gaming concern), and is going to do it their way, and damn our opinion. I had considered this an option (talking to them or offering input) but discarded it as a viable idea for a number of reasons:
                • They have creative control
                • I don't like their 2d20 "cinematic" house system
                • We'd be effectively begging them to include our ideas to maintain our nostalgia
                • We don't know what the details are of the agreement between FFE/Miller/Modiphius
                • The smart play (as mentioned in another thread on v4) would've been to make the development process transparent, ala D&D NEXT, which led to v5 <-- this is a move we should seriously consider if we undertake our own development project: distro an early beta to all possible playtesters in our market and have them test it and send feedback early
                Last edited by vihkr; 05-08-2019, 09:41 AM. Reason: grammar sux

                Comment


                • #9
                  Originally posted by StainlessSteelCynic View Post
                  I have only one general comment to add, I strongly believe any T2k successor should be keeping the "Cold War gone hot" concept and presenting it as alternate history.
                  That has General Sir John Hackett's name written all over it. When we started with T2000 it was 1984 anyway, so essentially we played a T1984 campaign and largely ignored the T2000 setting. In a lot of ways, this was because the source material was contemporary and the T2000 setting was speculative. The 198X timeline is what spawned all the popular fiction about the Cold War in any case (Red Dawn is the niche to mass-market linchpin here).

                  Originally posted by StainlessSteelCynic View Post
                  I think an easier (although I hesitate to claim it would be "better" just yet) marketing approach would be to list it as a more real-world based post-apocalypse than other post-apoc games.
                  I tend to agree: apoc setting but with a 198X bent to appeal to both audiences. "Realistic apocalypse setting" without zombies, mutants or anthropomorphic turtles.

                  Comment


                  • #10
                    Originally posted by Jason Weiser View Post
                    The rest of your comments are good, especially about Ambush Alley and GURPS. I have a few ideas along both lines and wouldn't mind being a part of trying to help foster some unity and get us miniatures folks intergrated into the rpg rules from the beginning.
                    When my buddy played AA for the first time, his immediate reaction was: why isn't this an RPG Ironically, this was a claim made by the RECON developers back in 1982. Except for that and WFRP, and to some degree Warmachine, there hasn't really been a successful attempt at this type of hybrid, IMO. And a military/tactical game like T2000 has just been begging for it.

                    Comment


                    • #11
                      Originally posted by Olefin View Post
                      I would definitely be up for a continuation of the V1 and/or V2.2 timelines and rules as I suspect so would Raellus. I loved the old timeline and having the ability to continue it and flesh it out further and move it forward in time or detail areas that were never fleshed out in the original releases would be of huge interest to me - i.e. thus my release for Kenya and East Africa. I have no idea what the V4 will be but I dont see why there couldnt also be releases for the "classic" timeline as well to complement it.
                      We all have the nostalgia for it, brother. The issue lies in the fact that we don't have any idea what FFE/Modiphius are going to do with it. Furthermore, we start to cross into sticky IP copyright territory if we were to adapt the setting and then expand on it, without a legal agreement. In effect, we can emulate the v2.2 rules mechanisms and rewrite them without any infringement, but using the setting as well That's asking for it.

                      That's why the T198X Cold War, or other settings I listed are better options. The setting millieu developed by Hackett and subsequent authours is broad enough that we can create our own T2000'esque storyline in that era. Heck, we could even pay Brad Smith royalties for his recent stories and directly include the scenarios he describes in his works. It's a great marketing tie-in for him. And I get that you guys have invested considerable time and effort into expansions for the v1 and v2.2 timelines; that work need not go to waste. Your Kenya and East Africa materials can be modified to fit our new setting, instead of being expansions on v1/2.2.

                      Comment


                      • #12
                        Originally posted by vihkr View Post
                        We all have the nostalgia for it, brother. The issue lies in the fact that we don't have any idea what FFE/Modiphius are going to do with it. Furthermore, we start to cross into sticky IP copyright territory if we were to adapt the setting and then expand on it, without a legal agreement. In effect, we can emulate the v2.2 rules mechanisms and rewrite them without any infringement, but using the setting as well That's asking for it.

                        That's why the T198X Cold War, or other settings I listed are better options. The setting millieu developed by Hackett and subsequent authours is broad enough that we can create our own T2000'esque storyline in that era. Heck, we could even pay Brad Smith royalties for his recent stories and directly include the scenarios he describes in his works. It's a great marketing tie-in for him. And I get that you guys have invested considerable time and effort into expansions for the v1 and v2.2 timelines; that work need not go to waste. Your Kenya and East Africa materials can be modified to fit our new setting, instead of being expansions on v1/2.2.
                        Herein lies the question Will this product be sold If so, then we're yeah, trampling over the copyright like a herd of elephants. If however, we're honoring the terms of the FFE copyright language for fan products, then we are golden. That said, it's kind of a pain in the ass to do this for free.

                        I do however, have an idea.

                        Ok, in the early part of the oughts, FASA went under and Battletech had gone on a bit of hiatus. Meanwhile, Whizkids had gone and come out with "Mechwarrior", or as we in the community derisively called it..."click tech." It was not met well by a lot of the old hands and try as they might, we really didn't want anything to do with it.

                        Needless to say, "clicky tech" died screaming, and now, you can get the stuff for bargain prices on ebay and at cons. But, TPTB realized, there was a lot of vocal fans with money who wanted their old Battletech back. So what did they do They came up with "Classic Battletech." Like Classic Coke, it survived where New Coke did not.

                        So where am I going with this We need to make a case for "Classic T2K, by the fans, for the fans." Marc's done this before. He made Foreven Sector in Traveller a referee's preserve, for ref's to do with as they will. I am sure, with the right approach, we could get a similar outcome for Twilight: 2000.
                        Last edited by Jason Weiser; 05-08-2019, 03:26 PM.
                        Author of "Distant Winds of a Forgotten World" available now as part of the Cannon Publishing Military Sci-Fi / Fantasy Anthology: Spring 2019 (Cannon Publishing Military Anthology Book 1)

                        "Red Star, Burning Streets" by Cavalier Books, 2020

                        https://epochxp.tumblr.com/ - EpochXperience - Contributing Blogger since October 2020. (A Division of SJR Consulting).

                        Comment


                        • #13
                          Originally posted by Jason Weiser View Post
                          Herein lies the question Will this product be sold
                          To be clear, we should sell this. We've all spent enough time making released and unreleased gaming materials for free, some of us for decades. I envision an LLP or LLC with those that are truly "in". I work at a big firm so the legal paperwork will likely be free or paid in kind (with booze or hunting trips).

                          Originally posted by Jason Weiser View Post
                          They came up with "Classic Battletech." Like Classic Coke, it survived where New Coke did not.

                          So where am I going with this We need to make a case for "Classic T2K, by the fans, for the fans." Marc's done this before. He made Foreven Sector in Traveller a referee's preserve, for ref's to do with as they will. I am sure, with the right approach, we could get a similar outcome for Twilight: 2000.
                          I hear ya but there was a legal licensing agreement between WizKids (who owned FASA's IP) and FanPro, that produced Classic BT. This is similar to Marc Miller and FFE now. GDW went down, Miller and/or FFE bought/assumed/stole the rights to GDW and they are licensing some or all to Modiphius, and yes, I'm speculating here but it seems likely.

                          So if we want "Classic T2K", done the way we want it, and get paid for it, we'd have to:
                          1. Figure out the arrangement between GDW-Miller-FFE-Modiphius
                          2. Negotiate with both parties
                          3. If Modiphius wants to do Classic T2K, we're screwed
                          4. If FFE and Modiphius don't like Classic T2K because they are unveiling "new T2K", we're screwed
                          5. Generally we're screwed unless we release Classic T2K for free under FFE fan licensing, which is subject to change at any time


                          That's why I'm a big proponent of T198X, cause we can do whatever we want while FFE and Modiphius do their own thing. Think Traveller v1, The Traveller Book, Mongoose Traveller and all of those divergent paths. One of those paths led to T2300 and GDW (via T2K), then to FFE and then to Modiphius. That's what I'm talking about.

                          Comment


                          • #14
                            Make of this what you will, but Marc Miller wouldn't consider publishing new material for the established T2K lines during his negotiations with Morphius.

                            I have not sold the rights to my e-published T2K works and would love to see them get the treatment that I think they deserve.

                            I'm worried, though, that my work is in a sort of legal limbo, because it was released by Miller under the FFE banner. Despite this seemingly "official" status- and the fact that he's making money from my work- he won't add my two titles to the canon list, ostensibly because of the license transfer. What does this mean I don't know. I haven't reached out to Morphius because I don't want to get my hopes up. I'm curious to see what his response to Legbreaker's proposal is.

                            My gut feeling is that, moving forward, Marc is only interested in earnings from the existing T2K back catalog, not "new", compatible material, and that the new license owner is going to take things in a different direction. In other words, they have final say on any T2K material, new or "classic" from here on out.
                            Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

                            https://www.drivethrurpg.com/product...--Rooks-Gambit
                            https://www.drivethrurpg.com/product...ula-Sourcebook
                            https://www.drivethrurpg.com/product...nia-Sourcebook
                            https://www.drivethrurpg.com/product...liate_id=61048
                            https://preview.drivethrurpg.com/en/...-waters-module

                            Comment


                            • #15
                              Originally posted by Jason Weiser View Post
                              Herein lies the question Will this product be sold If so, then we're yeah, trampling over the copyright like a herd of elephants. If however, we're honoring the terms of the FFE copyright language for fan products, then we are golden. That said, it's kind of a pain in the ass to to this for free.

                              I do however, have an idea.

                              Ok, in the early part of the oughts, FASA went under and Battletech had gone on a bit of hiatus. Meanwhile, Whizkids had gone and come out with "Mechwarrior", or as we in the community derisively called it..."click tech." It was not met well by a lot of the old hands and try as they might, we really didn't want anything to do with it.

                              Needless to say, "clicky tech" died screaming, and now, you can get the stuff for bargain prices on ebay and at cons. But, TPTB realized, there was a lot of vocal fans with money who wanted their old Battletech back. So what did they do They came up with "Classic Battletech." Like Classic Coke, it survived where New Coke did not.

                              So where am I going with this We need to make a case for "Classic T2K, by the fans, for the fans." Marc's done this before. He made Foreven Sector in Traveller a referee's preserve, for ref's to do with as they will. I am sure, with the right approach, we could get a similar outcome for Twilight: 2000.
                              First just a semantics thing, my understanding is that FASA did not go under, they thought that the gaming industry was going to die so closed up shop when the going was good. But regardless I think that there are two other issues to use the BattleTech example, first BattleTech (or Classic BattleTech) was never out of production/Dead when FASA closed up shop FanPro got the license and keep making stuff (with a lot of the same staff), and later Catalyst Games (who holds it currently) so it has been in production from creation to now (with possible exceptions for very short times when one company closed/lost license and next took over).

                              Also you are correct that lots of old hats did not like MechWarrior Dark Age (or clicky tech) but some of us thought it was OK, overall it lasted for six years. It was still selling when Tops (the baseball card company who owned Wizkids) shut down Wizkids.

                              So not saying that this is a bad way to look at going, but saying it may not be as easy as it sounds.

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