Season 5 Episode 8 - How Do We Accessorize?

Welcome to Season 5 Episode 8 of RPG Circus

Episode Topics
  • Can we have too many gaming acessories?
  • How easy should it be to change a character in a game?
  • Favorite Monsters: Wizards/Sorcerers


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Remembering Twillight: 2000

Recently, I was involved in some Air-soft stuff. It's funny seeing people "play" war that way. It also got me to think about one of my favorite games from the 80's, although I admit we didn't play it that often. That game was Twilight: 2000 (T2K).

The basic premise went something like this. World War 3 happened. There was limited nuclear exchanges. The war kept going on after that. The players are assumed to be what remains of the US Army in Europe. I think the traditional starting point was the players were part of the last battle in Poland after which most of the armed forces sort of disintegrated. So the players were on their own and usually they were trying to get out of Poland. Eventually there was a supplement that gave the players a way to get back to the US.

I'm sure I'm not doing the game justice in my description above. I think for many people the Cold War had a lot to do with people's interest in it. I think this was certainly true of the people I played with at the time, since half of them were actually in the military. It always sort of interesting when people play a game about something they could actually face in real life. Of course it also meant that sometimes there were discussions about how certain thing really worked rather than what the game said.

One thing for sure, is that T2K, was a very complex game. The game had it's own worksheet you used for character creation. The longer the player had been in the service, the more skills they had but usually the more radiation exposure and other issues they had too. Player had to qualify for certain MOS/Groups if memory serves and it was usually hard to do. And you wanted to because they usually gave you more skills. As complex as character creation was, the combat system was more so.

I just remember the damage system was complex. Each weapon had an armor multiplier (I think) and a damage. So you rolled damage, and subtracted the result of the armor used times the weapon's armor multiplier. Then the result I think was referenced in some way to determine the resulting wound. The same basic system was used for all weapons large and small. So, M16's against APC armor could be determined or hand grenades vs tank tracks. I just remember that as the GM, I would do all the math because it was just easier and faster than having my players do it.

It's odd but I don't remember too many complex adventures. In many ways, I think we use to run T2K as a form of sandbox game. The players went where they wanted and the GMs just decided on what happened from there. Mostly the players were just running for their lives and trying to scrounge for equipment to survive.

I should note that there were several adventures published for T2K, I just never really used them. A few of them had more MOS choices in them. One them including Navy Seal and other Spec Op choices. All of which were very hard to qualify for but if you did, you had a lot of skills.

You can currently get the Twilight: 2000 Bundle on DrivethruRPG for 40 USD. Which includes a revised combat system, that I've never seen nor used. I'm half tempted to pick it up. Since it seems to have every supplement made for the old game.

It should be noted that there was a revised edition of T2K that used the GDW house rule system that was used for Dark Conspiracy and Traveller: The New Era. The 2300AD game also use the background history of T2K because of the way the 2300AD history was created.

I wondering how many people have played this old game and what your memories of it are.

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Season 5 Episode 7 - Orcs or Orks?

Welcome to Season 5 Episode 7 of RPG Circus

Episode Topics
  • Favorite Monsters Series: Orcs
  • PAX East Report
  • Things We Can Do To Make the Game World More Engaging


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Why Do My Descriptions Suck?

I've been running the Gamma World 2ed lately. One of the things that I've been noticing is that I suck at describing things? One of the things that gets interesting in Gamma World is that you find yourself trying to describe everyday items in a way that allows the players to guess what it is without telling them out right what it is.

But why are we trying to describe anything at all? I think part of it is set the mood and allow the players (and the game master) to get into the game being played. I think it give the players something to interact with. Take the players coming up to a pole in the ground. How big is it? What is it made out of? Why does it seem to be there? All questions that when answered help describe it and then allow the player to interact with it or not.

Of course how much description is too much? And yes for the record, I think you can have too much description. I think that's maybe why I suck at giving descriptions. I want to provide information but I also do not want to bore my players to death. I know I've been in gaming sessions where the GM was giving a length descriptions of everything, at some point I think most of us drifted off.

Which leads us to another question, what do you describe? I think I've always wrestled with this question. After all an RPG is not a movie or book where they can spend minutes or pages describing the city. One always describes major places that the players go to a certain extent, but shouldn't we do at least a little on the minor places?

I guess for me, I do better at describing thing when I write, I do not seem to do well in the fly when I speak.

I guess I'm asking all of you, do you suck at descriptions? If so, why do you think that? If not, are there any tips or tricks you can give?

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Season 5 Episode 4 - So You Want to Be a Freelancer! - iTunes Fixed

This is a fixed Download for iTunes.

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Season 5 Episode 5 Fix for iTunes

Another attempt to fix the iTunes issue.

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Issues with iTunes

We have gotten several reports of issues downloading episodes from the iTunes application. I'm not really sure why this is happening, but I was able to confirm it.

It does seems to be related to the new servers the has been placing the media files on. At least that's what it seems like.

The hard part is what to do next. Other podcast downloading tools don't seem to have this issue.

I need to know how many people use iTunes and are unable to download the last two episodes.

I do take this seriously and am trying to work on how to fix this issue.

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Season 5 Episode 5 - 1d4Con in the House

Welcome to Season 5 Episode 5 of RPG Circus

Episode Topics
  • Interview with James Winfield about 1d4Con and Starting Conventions
  • House Rules, The Good the Bad and the Ugly
  • Listener Feedback


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Player Reception to Old School Gamma World!

Recently, I had to reform my gaming group. You see after our Christmas hiatus, we found that we didn't have enough people anymore. This was due to players moving or having changes in their job schedules. This left us with too few players. This of course meant we needed to get new players. This left us with a big problem. What to we play?

You see there were two different Pathfinder Games that were going on. Do we try to integrate the new players into those games? Both games had already gone through massive players changes in the past and only may one or two characters that started the adventures were still around. As Game Master (but not for these games), I could not fathom trying to retcon the new players into the those games. I had the added wrinkle that some of the new players I got couldn't guarantee that they could make it every session. It was decided that we should just play a new game, hopefully one that adventures could be done in one or two sessions. That way players could come and go more easily.

We discuss several games that I could run with little effort. In the end, Gamma World won out. Although I own three editions; 1st, 2nd, and 4th, I decided to stick with 2nd edition. I choose it because I could easily run the classic GW1 Legion of Gold module with little or not modification. It was cool because it had 3 mini-adventures that I thought could be played in 1 or 2 sessions. I think even the final part of the adventure can easily be played in 1 or 2 sessions.

Since almost no one had the rules, we had to make characters at the first session. A few people came over a little early to make them. One nice thing about GW 2nd is that character generation is simple and random. I think including buying equipment most people got it done in about one with several of the players doing things at the same time. Smartly, I printed out copies of equipment lists and the like. In the end, we ended up with four mutated humans and one pure strain human.

No matter who you are, I don't think you can take Gamma World seriously. I know I can't. My players certainly couldn't. But for me, that is what makes it fun. Player get to have crazy mutations like 4 arms and 4 legs, wings, hand that emit low level radiation, and the like. They also get to run into really silly creatures like humanoid mutant badgers with axes and crossbows or giant termites with gas generation. Of course Gary Gygax's GW1 module does help matters. Gygax pretty much seemed to have written as fantasy module but with mutants and technology instead of elves and magic. It takes place in a barony for example. I think he also assumes that most people are normal humans and not mutants. At least no where can I find where major NPCs are said to mutants.

So what did the players think of the game system? I think they enjoyed the lack of rules. For example character creation is easy, there are no classes nor skills. There are only race choices after that, the players can decide for themselves if they are sneaky or more martial in attitude. After using the hardcore initiative systems in most modern Role-Playing Games, the rather simple system was nice change of pace. When it was the player's turn, we either went around the table or the players just decided which of them would go first. It was a little odd to get use to doing again. Still I think the players enjoyed the experience. There was much laughter and mockery. In general, I think everyone had fun.

The only downside is that we only game every two weeks and our next session is not until the first weekend in March.

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