twilight2000-digest Sunday, 13 October 1996 Volume 1996 : Number 020 The following topics are covered in this digest: 1. TW2k PBeM Turn 3 2. TW2K PBeM Turn 4 (18JUL00@0630) 3. interest 4. old vs new modules 5. Game variants 6. [none] 7. Nonsense 8. Re: interest 9. RE: Game variants 10. RE: old vs new modules 11. RE: ---------------------------------------------------------------------- From: jeremy14@juno.com (Jeremy S Menefee) Date: Sat, 5 Oct 1996 13:59:57 PST Subject: TW2k PBeM Turn 3 "Howdy Stranger...seen any indians today ?" Larsen asks with a wink in the eye.He glances at the gun, trying to remember if he ever has seen that one before. Bearclaw says as he slowly rises with rifle pointed down, "LT COL Sutton, Sir, it has been a while. How's it going?" He extends his hand. "Nice to see you again, Bearclaw, been a long time.", says Lt. Col. Sutton with a wide grin. After introductions, Stone looks around the group then says "Looks like either Colonel Sutton or Colonel Cross is the ranking officer. It looks like there are more yanks than brits but I'm not sure who has more time in service. Do either of you have a preference or should we flip a coin? Anyone know where the nearest friendlies are?" "If you ask me, it might be in the bushes over there" Larsen says, and points into the bushes. "But if it's where the frontline ..hmmm...that away" and point in the general direction. "Well now, I went into the Academy back in 1980, some 20 years ago. Also, being a yank, as you, my green friend :->, put it, I would guess I have the command as nobody outranks me. Oh yes, I have one more Brit waiting with a tincan a couple of steps that way [points to direction where came from]. I better go get her. Is there anybody here who knows how to drive one of these damned tracked monsters, I'm not too familiar with them?" "By the way, what are you guys doing here? Digging a hole for some poor old Russki? Haven't you seen enough of these corpses already? Who's watching the perimeter? I hear the shots from a long way away, so may somebody else. Let's load up and move a coupla klicks away from this site, then stop and make camp to agree on details etc." "But lemme tell you, I'm not too concerned with where the friendlies are. I'm a lot more interested in the enemies... being behind the enemy lines and wreaking havoc is what I'm trained to do, and so are most of you guys... so what's the big deal, nothing's changed and we still have a job to do." "Says who ?" asks Larsen...."If you can conjure up 800 MRE and a couple of tons of fuel, it's OK for me...But I'm not under any one else command than the Nato HQ". "Well now sergeant, I'm the closest to Nato HQ you've got. I don't know if you're really clear on the command structure on the European theater of operations, here. But I can understand you wanting to get back home, after all you're a lot closer to it than the rest of us. I've never known a yellowbelly Jaeger, so I bet you're not one either." "Anyhow, to answer your question, I've got 1000 MRE's and a medium still in and on the Bradley, plus I've got a trailer with 1000 liters of methanol hidden nearby. The rest we take from the Russians. Live off the land and all that Robin Hood stuff." "Your a son of a...... magician....sir" says Larsen with a *grin*. "Permission to speak freely, sir?" Masaki asks Sutton, as Stuart repacks the hummer again, and Schleich starts translating some of the Russian's journal. "Go ahead, Major." says Sutton. "Thank you, sir. With all due respect, I think that Gunnery Sergeant Bearclaw should remain in command, with you being able to regain command at any time, if necessary. Sir," Masaki hesitantly states. "However, I think this discussion can be carried along in a Hummer or a Bradley as easily if not more so than on foot. Sir." Stuart heads for the Bradly..walks around it a couple of times. He carefully examine some tracks, but it al seems ok. Then he enters the drivers hatch and starts the engine. "Let's get out of here " He shouts. Stone grunts and climbs up into the Bradley's turret. Larsen walks towards the Hummer where he takes his usual place in front. Bearclaw: "Thank you for the vote of confidence sir, but I really think that the Colonels would be much more suited to command than I. You are right, though, we should continue this conversation on the road. The only question is, which way do we go?" Schleich: "I beg your pardon, gentlemen, but this journal I have been reading from the dead Russian has some stuff on troop locations in the area. From what I gather, we're pretty much surrounded except on the east. It mentions that Krakow is a free city and has power and factories. Maybe we should head that way. I think we should also consider heading towards Kaliningrad to find a boat back to Western Europe. It would allow us to bypass the front and all those Soviet troops." Bearclaw finishes packing up the area and trying to disguise their passage, and says "That seems to be a reasonable plan. We could conduct covert rear area action along the way to Kaliningrad. On the other hand, I think it would be most prudent to head southeast for the moment. We are about 10km northwest of Kluczbork. The area southeast of here is fairly rural which should allow us to put some ground between us and any enemy units in the area until we can regroup and come to a consensus on our future plans. 'Course, I don't recall seeing anyone but that crazy Russian in the last two days, just some burned out farms. There appears to be a thick forest about 45km southeast of here that should provide adequate cover and plenty of fuel for the still. Any questions or comments? What do you think Col. Sutton?" Everyone is now loaded in the vehicles. Stuart is driving the M2A2 Bradley, Stone is in the turret. Cross is in the HUMMV in the passenger seat (manning the MK-19 Grenade Launcher), Bailey is driving the HUMMV. Sutton is in the HUMMV as a passenger, and everyone else is in the Bradley. (Unless Bearclaw will be riding point on his motorcycle). Sutton has thoughtfully provided everyone with a 0.5km hand radio, and both vehicles have 13km radios. ------------------------------ From: jeremy14@juno.com (Jeremy S Menefee) Date: Sun, 6 Oct 1996 11:17:36 PST Subject: TW2K PBeM Turn 4 (18JUL00@0630) After a brief discussion the seating arrangement is finalized, and after retrieving the fuel tanker and posting a guard, a general concensus is taken. The overwhelming majority think that the group, under Lt. Colonel Sutton's leadership, should stick around Poland and make life miserable for the local Ruskies, and maybe carve out a nice, *safe* emipire for themselves. This is a new world, and opportunities abound for the ambitious or the resourceful! "Well, Sir" says Bearclaw to Sutton, "where do you want us to start? And do you want me to scout ahead on the dirt bike?" -- Sutton tells Bearclaw: "It would be great to have a scout ahead of the main vehicles, but it is also a very risky position. You might end up getting shot by people who wouldn't dare to attack our main group. So it's up to you: whenever you want to scout ahead, that's fine, but if you don't, that's fine too." "We have to get away from this area -- the Russians are bound to be moving around here, rounding up any escapees from the battle at Kalisz. East seems to actually be the easiest way to move, we should get behind the Russians main fighting forces in a couple of hours." "Tomorrow morning we'll head east towards Czestochowa, the city of the Black Madonna -- although we won't go too near, as we nuked it a coupla years ago. When we get closer, we'll either move NE towards Warsaw or SE towards Krakow -- depends on what we find out about the situation in those cities and around them. We won't necessarily enter either one, those are just the general directions I want to be taking -- anything more you can find in the journal, Schleich?" "We'll go around any towns and villages we come across, there's no way of telling whether they'd be friendly or not, or whether they have Russians garrisoned in them. We'll bypass Kluczbork, the first village on our way, from the north." "If we meet any civilians, we must try to get more information on the two cities and on the area we are in. So be friendly!" -- "And Sir, I think I should maybe do a thorough check of the vehicles before we really start going anywhere. We seem safe enough for now" says Spec-4 Stuart. "Perhaps I should spend the day making sure all the belts are tight, so to speak?" Also, if I am going to have a chance to check both vehicles, I would like to skip the guard duty". Sutton says, "Good suggestion, Stuart. We'll camp here for the rest of the day and the next night. You take care of the vehicles and let me know if there is anything wrong or if you need anything. The others will maintain both personal and crew weapons and make sure everything is stowed away properly in the vehicles for cross-country movement and potential combat tomorrow." Stuart turns around an walks back to the Hummer and collects various tools for use on the Bradley. Sutton continues to the others, "We'll keep two guards all the time, rotating, 2 hrs. each. Naturally I and all other officers will do their share in this as well as in all other tasks. One guard will stay in one place, camouflaged, watching the area between our location and the nearest road. The other guard will walk along the perimeter of our camp, guarding the 270 degrees the fixed guard doesn't. No talking or smoking during guard duty." "Absolutely," says Larsen, "but do you mind if I give a short class first?" Sutton nods his head. "Okay, folks, for those of you who do not know how, I will be teaching you all how to use the infrared goggles" says Larsen, and proceeds to spend the next half-hour doing instruction, while the guys who have used them before set up camp, with Sutton directing. After finishing the class, camp is finished being set up, and Larsen asks Stone and Cross if they would help him make some observation blinds, well camouflaged, at various points in the surrounding area. They are just finishing when Bearclaw gets back from his perimeter scouting. Stuart starts packing up his gear as the sun sets. "Hey, L-C" Bearclaw says to Sutton, "there's a burned-out farm about a half a click east of here in a small clearing. Come to think of it, I haven't even seen that many animals in the region. Looks pretty devestated around here, and that farm was totaly neutralized. Whatever happened there, it was so recent that there was still some smoke coming from the ashes of the buildings. Bunch of dead Poles, too." Larsen overhears the conversation. "Sir....could we check that out ASAP..., I would like to know when that happend, and if there's any survivers !". "Sure thing guys, " says Lt. Col. Sutton, "go and check it out, but keep your heads down! Somebody killed those polacks and they might still be in the area. And be careful not to lead anybody over here. Bring over anything that might be of use -- look for maps and documents especially. If you get into a firefight lasting more than just a coupla shots, we'll roar over there with the vehicles. Stone, you wanna lead this excursion? Take Bailey with you, too, in addition to Bearclaw and Larsen, and remember to take your walkietalkies with you, too, guys! And call Masaki or myself if you need any medical help with the people over there." "Not a problem." reply's Stone. To the others Stone say's "Light weapons only. This is a recon, not an assault." He then gets his pistol and SMG's. After a minute he grabs the Dragon and 2 rounds. When everyone is ready he says "Remember to keep your heads down." then with a smile he heads off into the trees, as Sutton quickly checks out the geiger counter and chemsniffer. He finds nothing wrong. Meanwhile, Cross goes on Guard Duty. Stone gathers the group and says "We should spread out and watch the farm for about half an hour to make sure there is no movement. After that one person can attempt to get closer while the other three provide cover. Any questions or suggestions? If not spread out and get comfortable." After this Stone finds a position which has some cover and concealment, but which provides a good view of the farm. After about a half hour of reconning the area, Larsen moves silently among the available cover on down to the remnannts of the farm. "Holy shit, Sir, this area was neutralized big-time! I count four... no five fatalities. No apparent live ones." "Very well" replies Stone, "we are in-bound. Bailey, you are our sentry". Bailey nods and heads deeper into the woods. Arriving down into the burned-out farm, the bodies are all relatively close together. Two elderly people, two once-healthy young men, a pretty young woman, probably about 23, who was shot in the head - she is half-naked - and a small child lying next to a broken, hand-made wheel-chair. He has no legs, looks like amputee. There are several sets of tire tracks leading out to the east, and several dozen yards out of the compound there is a small, woman's shoe lying in the middle of the road. Stone also notices a single cartridge lying on the ground (thhough the whole compoud is pretty well shot up). Looks like a 9mm from a Makarov or other Eastern-Bloc weapon. Continued thorough searching reveals no other clues or useful items to take. After checking in on the radio, Larsen and his group head back to base-camp to inform Sutton. Anna Schleich, hearing the returning recon party, turns from his camoflauged blind and steps out towards them. There is a sudden VERY LOUD squeeling noise. You turn just in time to see Soldat Schleich be knocked over (with a totally surprised look on her face... too bad Kodak isn't around anymore) by a rather large boar. Just as Bearclaw readies his weapon, it streaks off back into the woods. Anna just lies there, frozen, for about 20 seconds, before staggering up and dusting herself off. Bearclaw and Larsen take off into the woods after it, but return after several minutes, unable to find the trail in the dark. After things settle down, and after a cursory exam by Maj. Masaki to determine any injuries, the scouting party relays the info they got from the recon to Sutton. Sutton confirms the guard roster, and then sends everybody except the current guards to hit the rack. "Okay, it's been an exciting day. I want you all to know, I am sure we will be able to work together just fine. So far, we all seem to be pretty professional, and I hope this continues. So hit the rack now, we move out at zero-dark-thirty tommorrow morning, and I want you all fresh. I will let everyone know what our next move will be in the morning. I am going to consider our options tonight. Sleep tight Ladies and Schleich!" jokes Lt. Colonel Sutton as he makes a final round of the camp to make sure everything is in order. The camp quickly quiets as the troops instantly doze off. "Masaki, Bearclaw, listen up. Throw some dirt on this fire... I don't want to attract too much attention. But be sure the coals keep going, just in case you need to scare off some local critters. I don't want to waste ammo scaring off a dog, got it? Plus the smoke will keep those damnable insects away." continues Sutton to the first two guards after the rest of the camp is settled down, "and wake up Cross and Schleich at 24:00 to take over fire-watch." and then Sutton slips into his bag. He tries to sleep, but as plans churn in his mind, sleep takes a long, long time... There are no encounters that night. At 06:30, after getting the fire up and running again, Bailey and a very tired (no fatigue levels though...) Sutton wake up the rest of the unit, and after morning chow, Sutton informs everybody what his plans are..... ------------------------------ From: kappaabz@juno.com (Christopher R Stainton) Date: Sat, 12 Oct 1996 12:22:36 EDT Subject: interest Question: How many people out there actually play on a regular basis? Including people you know, or game with. And how many people would buy new or revised products for this game line? Curious, Chris ------------------------------ From: kappaabz@juno.com (Christopher R Stainton) Date: Sat, 12 Oct 1996 12:22:36 EDT Subject: old vs new modules My last post (for now) I have been less than satisfied in the trend GDW had for their T2000 2.0+ modules. They have missed the point entirely (IMHO). Although nowadays the trend in RPGs is "Power Gaming", it seems that the new modules were only constructed to throw PCs into combat situations, with everything spelled out for them. The old modules (most of them) were campaign type modules, were the Gm was given a bunch of information as to the PCs situation, the enemy's situation, and some plot devices and then went to work. I remeber spending countless game sessions doing recon missons, my own Intel. (since there really wasn't any more Intel), and devising a plan of action. Sometimes we'd have to train insurgents and win over the local populace, (hearts and minds, anyone?). Or infiltrate an enemy's organization as a prisoner, hired gun, whatever. These "modules" were actually campaign settings and creative GMs were required to keep the game going and the PCs coming back for more. Lately the trend is for 1 mission raids. where the PCs are asked to do something (take out a target, rescue someone, steal something) where the Intel is pretty much provided, locals are willing to help, and all the PCs have to do is go in and blast the hell out of everything that moves. It is too "hollywood" like, too many movies. I dunno, perhaps Im old and jaded. what kind of modules do you like to run? Or like to play? Chris ------------------------------ From: kappaabz@juno.com (Christopher R Stainton) Date: Sat, 12 Oct 1996 12:22:36 EDT Subject: Game variants How many people run a protracted variant of T2000? I know a guy, and played in his game, who ran Twilight 196The setting: Vietnam, obviously, and it was incredibly realistic. The Gm was a career Army vet who served in Vietnam as a Spec-4, and got out of the Army as a Captain, just a few weeks before Grenada (inciently that may be why he wrote a module about Grenada called "Gateway to the Spanish Main"). But he had the PCs take on the various leadership roles in a platoon-PL, PSG, SLs, and Fire Teaam leaders, then ran the rest of the Platoon as NPCs. Incredible game from an incredible GM. He also wrote Urban Geurilla, and wrote it's followup (which I playtested) Warriors of the Everglades. That one and the Korean Sourcebook were never published by GDW. I run a variant called Twilight1997. Instead of being in a wrold devistated by war, and it be the background, I run THE WAR. The pcs are all in the 82nd Airborne Division in the middle east (I have some familiarity with both). Equipment is issued instead of bought, mail is still received, so are replacements, and the battle is on. My players really like it. I also put them in various leadership positions of a platoon in an infantry company, and run the rest of the platoon as NPCs, ecept if they're going out as a squad sized element of smaller, when I let the Player controlling the PL make the call as to which squad is going out and with what attachments. Then the players of the other pcs who are on "guard duty" or resting, use the npcs from the squad as PCs. That way evryone gets in on some of the action. Anyone else run any variants? ------------------------------ From: kappaabz@juno.com (Christopher R Stainton) Date: Sat, 12 Oct 1996 12:22:36 EDT Subject: [none] I'd like to say answer a few things asked on various posts. 1st, I play Tw2.0 usually. I don't like 2.2 very much with it's "expanded skill lists" (just MHO), although I do play 1st ed occasionally, where I love the % based skills vs d20. I have been playing twilight since it's inception in the mid-80's (RPGs since 1980 starting with Traveler by GDW...RIP), and have always been fascinated by it. Things I don't like is that T2k 2.0 & 2.2 are an attribute based game rather than a skill based game. It reminds me of the EGS game by T$R. But I do like initiative compared to Coolness Under Fire. When I run a protracted campaign, I usually have it as a mixture using the character generation and skills from version 1 with the combat and all other rules from version 2 (2.2 doesn't even figure into the equation), with the exception of the Recon skill which I do divide into Observation, Stealth, and Tracking. I like version 1's character generation system, because if you get really lucky, or like to cheat, and have really high attribute scores, then your rank and MEB is going to be low. While this isn't the most realistic system, it seem s quire fair to me. Similarly i do like the fact that in Version 2.0 the Autofire (here we go with this one) rules seemed designed for those characters who were terrible shots or had little training in small arms. They could indeed hit a target be expending a lot of rounds, while the "better shots" could hit a target by aiming and firing semi-auto. Seems fair (not realistic, but fair). I also like the fact that in Version 1, the chances of a player winding up a Field Grade Officer (04-06) were really slim, but in Version 2+ it seems commonplace. Look at the PBEM example...........how many PCs are Colonels, Commanders, and the like? Realistically I doubt seriously you'd see that many "Rambo" types with ranks that high.....I've surely never seen them. If you're that high of a rank your job is to lead troops, train them, and sustain them in a battlefield environment. In version 1, a Captain is a High starting rank. That's about right, IMHO. well, that's about all on this subject for me....................................... Christopher Stainton /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ " Do you really think the Russians would have invaded Afghanistan if Ronald Regan were President Do you really think Third-Rate Military Dictators would laugh at America and burn our flag in contempt if Ronald Regan were President? ..................Roger Waters ------------------------------ From: kappaabz@juno.com (Christopher R Stainton) Date: Sat, 12 Oct 1996 12:22:36 EDT Subject: Nonsense Here is my $.02 worth for my problems with autofire rules. In Version 2.0 it is a 6 for every D6 rolled that's a hit. In 2.2 its your extreme range number, and most people in t2000 realisticall wouldn't have a small arms skill of higher than 16, so that means every time I hold the trigger down, I've got a 5% chance of hitting a target? Nonsense. In reality ( which is one thing T2 tries to simulate, and does so fairly effectively IMHO) I can hit a target at 400m with a 3-5 round burst out of an M-60 damn near every time. It was my assigned weapon for a number of years and was what I went into combat with. After the initial burst of 3-5, I'd have to stop re-aim, and fire again in order to BE SURE I'd hit the target, otherwise some rounds would hit, and some would miss. All of this was with a bipod, however, or on a vehicle mount, from a standing position, forget it, maybe it was like 5% per round. Another combat rule I don't like very much has to do with damage from pistols. So if I hit someone square in the chest and do maximum damage from my (realworld) Beretta 92F (M9), and do the most amount of damage I can (6 points) the most damage i could do to the WEAKEST character or NPC is a slight wound? Again, Nonsense. If 9mm pistols are SO weak, why on earth would most police agencies use them as a standard issue sidearm? Why would the US Army issue them as a sidearm. Let's face it, if you had to use your pistol, things are REALLY bad, and that puny little 9mm won't do jack-----hell acording to the rules it'd be really hard to kill yourself with it, so you'd better save a shotgun round for that last "suicide" round! (I, however in the real world always had ne last 9mm round tucked into my helmet band). Hope it helps, Chris (just waiting for the replys to this one!) ------------------------------ From: "David Reed" Date: Sun, 13 Oct 1996 12:55:39 -0500 Subject: Re: interest - ---------- > From: Christopher R Stainton > To: Twilight2000@MPGN.COM; darkconspiracy@MPGN.COM > Subject: interest > Date: Saturday, October 12, 1996 11:22 AM > How many people out there actually play on a regular basis? Including > people you know, or game with. What's "regular"? As frequently as this list gets traffic? 6 or so, here. > And how many people would buy new or revised products for this game line? I would buy new materials, but I think that two releases of "revised" material so far were more than enough to put GDW in it's grave. If we could generate some new sourcebooks for DC, I think they might sell 3 or 4 copies. What we need for T2k is a personal endorsement from Arnold Schwarzeneggar(sp?)... Or a Merc:2000 release that covers NYPD Blues. I don't see the current crop of gamers buying into these two stock games. Give it a couple more years for the cycle to come back around. ______________________________________________________ David Reed Armed with PGP ------------------------------ From: "David Reed" Date: Sun, 13 Oct 1996 12:56:20 -0500 Subject: RE: Game variants - ---------- > From: Christopher R Stainton > To: Twilight2000@MPGN.COM > Subject: Game variants > Date: Saturday, October 12, 1996 11:22 AM > > How many people run a protracted variant of T2000? I did/do. The variant is that we use the Millenium's End rules. ;-) > I run a variant called Twilight1997. Instead of being in a wrold > devistated by war, and it be the background, I run THE WAR. The pcs are This might sell, I think. The "fear" of MAD has receded enough that folks might be intellectually interested in it again. > Anyone else run any variants? Usually "Dark Conspiracy" a la Cthulhu, again with ME rules. ______________________________________________________ David Reed Armed with PGP ------------------------------ From: "David Reed" Date: Sun, 13 Oct 1996 12:56:59 -0500 Subject: RE: old vs new modules - ---------- > From: Christopher R Stainton > To: Twilight2000@MPGN.COM > Subject: old vs new modules > Date: Saturday, October 12, 1996 11:22 AM > They have missed the point entirely (IMHO). Although nowadays the trend > in RPGs is "Power Gaming", it seems that the new modules were only > constructed to throw PCs into combat situations, with everything spelled > out for them. The old modules (most of them) were campaign type Gee, that sounds like what happens in a military conflict. Hmmm. > work. I remeber spending countless game sessions doing recon missons, my > own Intel. (since there really wasn't any more Intel), and devising a Was there ever any Intel? > plan of action. Sometimes we'd have to train insurgents and win over the > local populace, (hearts and minds, anyone?). Or infiltrate an enemy's Hearts and minds never change. I thought we learned that one in 'Nam (and again with the Kurds). The only thing that folks in a combat zone care about is who can make them safer and give them food. (Odd, sounds a lot like a election year, don't it?) > organization as a prisoner, hired gun, whatever. These "modules" were > actually campaign settings and creative GMs were required to keep the > game going and the PCs coming back for more. Lately the trend is for 1 > mission raids. where the PCs are asked to do something (take out a > target, rescue someone, steal something) where the Intel is pretty much > provided, locals are willing to help, and all the PCs have to do is go in > and blast the hell out of everything that moves. Think about it. This is what happens from the players' perspective, regardless of who comes up with the "campaign" material. The one-shot modules are for YOU to integrate into your own campaign, not develop into a five-part mini-series. Either way, whether GDW sold you its creativity or you used your own, the players wind up doing more or less the same thing. > It is too "hollywood" like, too many movies. Well, "main street" is selling, but who's buyin'? People like "Hollywood", and (if that TERRIBLE flick ID4 was any indication) will pay for lots and lots of hilarious, fake gas explosions made out to be the effects of "ray guns". I think we tend to forget that not everyone has real world combat experience, nor do they care how realistic the rules are, they just want to play, have fun, and WIN. > what kind of modules do you like to run? Or like to play? The ones that players hate: the ones they never figure out, finish, or survive. :-| The problem is that if I do this a lot, they don't want to play anymore. I think that is what a lot of people felt about Twilight: 2000. It was a novelty when it first came out, but it never got any more hopeful. (This is why TV had to create "good-guy" vampires.) ______________________________________________________ David Reed Armed with PGP ------------------------------ From: "David Reed" Date: Sun, 13 Oct 1996 12:57:32 -0500 Subject: RE: - ---------- > From: Christopher R Stainton > To: Twilight2000@MPGN.COM > Subject: > Date: Saturday, October 12, 1996 11:22 AM > GDW...RIP), and have always been fascinated by it. Things I don't like > is that T2k 2.0 & 2.2 are an attribute based game rather than a skill > based game. It reminds me of the EGS game by T$R. But I do like > initiative compared to Coolness Under Fire. When I run a protracted I agree here. Would EGS be "Evil Game System(tm)"? What elements of the human physiology/psyche do you believe contributes to "initiative"? My belief is a composition function of physical speed, mental preparedness/tactical training, hormonal control/response, environmental conditions, and Murphy. > Tracking. I like version 1's character generation system, because if > you get really lucky, or like to cheat, and have really high attribute > scores, then your rank and MEB is going to be low. While this isn't the > most realistic system, it seem s quire fair to me. Similarly i do like Why not go with a straight up point assignment system? Perhaps with a small random element? I think that most "modern" games are going away from random character generation for abilities and skills, but what would I know? I don't buy too many anymore. > the fact that in Version 2.0 the Autofire (here we go with this one) > rules seemed designed for those characters who were terrible shots or had > little training in small arms. They could indeed hit a target be > expending a lot of rounds, while the "better shots" could hit a target by > aiming and firing semi-auto. Seems fair (not realistic, but fair). I Well, perhaps paintball isn't a good analogy, but I see lousy shots not hitting anything, even the barn, but the good shots "lighting up" whatever they aim at with LOTS of rounds (might as well be full auto). Marksmanship is relevant, but spray-'n-pray *does* hit things, sometimes, if they stand still long enough. > also like the fact that in Version 1, the chances of a player winding up > a Field Grade Officer (04-06) were really slim, but in Version 2+ it > seems commonplace. Look at the PBEM example...........how many PCs are > Colonels, Commanders, and the like? Realistically I doubt seriously > you'd see that many "Rambo" types with ranks that high.....I've surely > never seen them. If you're that high of a rank your job is to lead > troops, train them, and sustain them in a battlefield environment. > In version 1, a Captain is a High starting rank. That's about right, Well, I think that the field grades are more likely to survive something like Kalisz. They're more likely to have access to survival necessities, and they're more likely to have enough influence over the lowbies to make it all stick. But, I agree that all of the rank assignment was a bit biased, one way or the other. I would see it as: 15% PFC to Lance Corporal (front line is the meat grinder) 40% Sergeant (on the front, but lower casualty rate) 20% Gunnery/Staff/Master Sergeant (same as Sgt. but fewer per capita to begin with) 20% Lieutenant(s)/Captain/Major (don't see the front much) 5% Colonel/General ("Front? Which way is the front?" But not many...) I usually try to make sure that there is at least one Captain or higher. But we had a group composed completely of grunts once, but they were taken "under wing" by the first defector DIA officer that happened along. My $0.01 (inflation adjusted, and what's left after der Schlickmeister takes his half). ______________________________________________________ David Reed Armed with PGP ------------------------------ End of twilight2000-digest V1996 #20 ************************************