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WOOT! My Twilight 2013 books came today! Dooooms day is here

Posted: Tue Apr 21, 2009 10:05 pm
by Treebore
Gonna get some new game going now!
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Posted: Tue Apr 21, 2009 10:13 pm
by serleran
Cool. Please let us know what you think of the three tier system, as that is the only thing that interests me about the game.
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Posted: Tue Apr 21, 2009 10:22 pm
by Treebore
serleran wrote:
Cool. Please let us know what you think of the three tier system, as that is the only thing that interests me about the game.

You mean their 3 levels of complexity design?

Its simple, really. The rules default to tier 2 and then they have notes, basically, of what you can add or subtract to make the game what you want it to be.
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Posted: Tue Apr 21, 2009 10:29 pm
by serleran
Yeah, that's what I meant. I know the basic process, but not the implementation. Should be interesting to hear how they "lightened" it, and also "gave it weight." I also wonder how simple it would be to use Tier 1 for X (let's say a combat roll) and Tier 3 for Y (let's say damage) and whether it does, in fact, work that way.
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Posted: Tue Apr 21, 2009 10:39 pm
by Treebore
serleran wrote:
Yeah, that's what I meant. I know the basic process, but not the implementation. Should be interesting to hear how they "lightened" it, and also "gave it weight." I also wonder how simple it would be to use Tier 1 for X (let's say a combat roll) and Tier 3 for Y (let's say damage) and whether it does, in fact, work that way.

OK, I have it in PDF too, so I may just PM or e-mail some examples.

Any idea of particular examples you would like to see?
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Posted: Tue Apr 21, 2009 10:46 pm
by serleran
Sure. Skills. Combat (attack and damage only) and healing. That should cover the core system.
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Posted: Tue Apr 21, 2009 10:51 pm
by Treebore
serleran wrote:
Sure. Skills. Combat (attack and damage only) and healing. That should cover the core system.

Well I wasn't going to send you whole sections, just and example or two in each area.
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Posted: Tue Apr 21, 2009 10:59 pm
by serleran
An example or two of each of those is sufficient. But, to make it easier... just an example of skills is fine.
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Posted: Tue Apr 21, 2009 11:09 pm
by TheMetal1
I'm still waiting for mine to show! Good for you though how is the book?

Posted: Tue Apr 21, 2009 11:21 pm
by Treebore
TheMetal1 wrote:
I'm still waiting for mine to show! Good for you though how is the book?

It seems nice and sturdy, black and white, and the lay out looks to be just as nicely done as it does in the PDF. I definitely prefer print over PDF. Once again the typed word makes more sense to me on paper than it does on my monitor.
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Posted: Wed Apr 22, 2009 3:46 am
by jaybird216
Good deal, Tree! I got an email saying that mine shipped media mail on Monday, so hopefully I'll have it in the next week or so. Kentucky's not THAT far away. Lookin' forward to giving them a good drooling-over.
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Posted: Wed Apr 22, 2009 1:34 pm
by Omote
I played this game back in the mid 90s. Is there really a good reason to pick up the new material? Is the game really that much cooler then the original?

-O
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Posted: Wed Apr 22, 2009 2:22 pm
by jaybird216
The mechanics are a whole new proprietary system (as alluded to above) and the core rules themselves are more global in scale. Material is provided for all continents (not just USA and central Europe) and character creation is pretty free-form. Obviously, the timeline and back-story have been modified as well to include the war on terror, natural disasters and the financial meltdown.

93 Games Studio has been pretty good about posting free supplemental materials (mainly weapon stats) to their forums.

A PDF book was included with the pre-order, but I'm pumped to get my hands on the dead tree version.
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Posted: Wed Apr 22, 2009 2:25 pm
by Omote
At this point I'm waiting to hear of some in-depth reviews of T2013.

-O
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> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society

Posted: Wed Apr 22, 2009 2:34 pm
by moriarty777
I decided to wait on it. I saw it on Amazon.CA for pre-order and I've done so. The pre-order is 37% off the list cover price which. As a result, the book will probably cost me around $25 US (I'm paying $31.02 Canadian). With Amazon, I tend to order enough to give me free shipping so I tagged on another small item that's been on my wish list for months now.

Unfortunately, the earliest I'll be seeing this sucker is the beginning of July!

M
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Posted: Wed Apr 22, 2009 4:06 pm
by TheMetal1
Quote:
I played this game back in the mid 90s. Is there really a good reason to pick up the new material?
It's the thrid edition of Twilight 2000. Does anything more really need to be said?

There is no reason to buy the 4th printing of the C&C's Player's Handbook if you own all three previous printing and the deluxe leather bound edition. But I suspect (that much like myself) you will anyway.

Posted: Wed Apr 22, 2009 4:26 pm
by Treebore
I think the rules are actually "cleaner", better integrated, and I like the updated/alternate history.
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Posted: Tue Jul 14, 2009 1:08 pm
by jaybird216
For anyone who wants to give the mechanics a look-see, 93 Games Studio just posted a link to a free "Lite" version of Twilight 2013. The link works until Friday.
Clicky

This is from their blog:

Stage I Rules

Current mood: productive

I've posted Stage I rules finally.

This is the Stage I ruleset for Twilight: 2013. It includes everything you need to get started fighting WWIII in Europe using Stage I rules.

Staged Rules

Individual play groups often use "house rules" to tune their game systems to a specific preferred level of complexity and realism. To facilitate this, we've written the Reflex System with three stages of rules. This book is written with a default level of Stage II in mind. However, scattered throughout the text, sidebars and optional rules sections will highlight ways to simplify or enhance the rules for Stage I or Stage III complexity. Future supplements will also provide additional focused rule sets for Stage III play.

Stage I

Basic. Stage I rules are the minimum necessary to numerically define a character and play a fast-running game. Stage I rules tend to boil fairly complicated events down to simple abstractions. This level of complexity is recommended for introducing novice players to the Reflex System and the world of Twilight: 2013.

Stage II

Standard. Stage II rules contain a default level of complexity that strikes a balance between speed of play and realism. The complete Stage II rules set incorporates all of the systems that we consider essential for capturing the realities of survival in a postapocalyptic environment.

Stage III

Advanced. Stage III rules are written with the hardcore wargamer in mind. Stage III rules provide extra, often gritty, details of various aspects of play. However, Stage III play does tend to require a greater amount of bookkeeping and numbercrunching.
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