I know it's been a while, but I wanted to have some more information on what's going on with the upcoming
, I am not a big video person myself, having been told once that I had a "face for radio, and a voice for television."
But I digress, in any event, I have here the questions and responses from Chris Lites, who is part of the design team, and his thoughts on where the team wants to go. Chris was extremely responsive, and gracious considering the amount of development time he is putting into the release we hope will be sometime next year! (My thoughts, noone elses, please don't bug FGL about it!)
The interview is below, the questions were either formulated by myself, or submitted by readers. Chris's responses are in italics.
1. Will Character Generation be limited to Army
characters, like in the 1st Edition will it be more diverse like in the 2nd
Edition?
You can play military or civilians from the start.
2.
Will there be setting sourcebooks that do more
modern apocalypses?
I’m not sure what the future holds. We’ve discussed an
option that might lead to a contemporary sourcebook...possibly.
3.
What can you tell us about the proposed
mechanics?
One set of mechanics is a more detailed version of the
Year Zero System. It includes a much heavier focus on combat. We are also
playtesting an alternate ruleset. I can’t say more now.
4.
Have you brought anyone on from the old GDW
team?
Marc Miller is involved.
5.
How many of you are fans of the game?
I don’t think anyone involved isn’t a fan of the old
game. I started playing it in about 1986 as a kid. I was pretty obsessed with
all things military. I memorized cyclic rates for NATO and Warsaw Pact small
arms at one point. Twilight: 2000 was probably the third game I played after
D&D and Recon. It was pretty much designed for kid me.
6. What made you all decide to keep the game in
2000, considering younger players are, well, barely aware of the Cold War and
all that came with it?
We kept the game where it is because it’s the most
plausible scenario and the one fans are familiar with. I think the idea of
apocalypse never gets old. Given our current world, certainly, “the end is
nigh” is very much in the air. The specifics of what any causal factor were
pale in comparison to what we, as a society, deal with mentally: the aftermath.
We were perilously close to apocalypse in the Cold War and find ourselves in a
different, longer apocalypse now. One that is multi-causal. However, the
effects of a Third World War have most of the trappings of what we’d see if
everything that can go wrong now continues to do so. While new players might
not get the Cold War sense of doom, I think younger generations can relate to
the feeling of a dark cloud over the world. Setting it in a recent era makes it
realistic but still a bit escapist.
7.
Will you be re-issuing old adventures for the
new system?
The old adventures serve as a road map. You’ll see the
Poland campaign but, in true sandbox style, we present it in such a way that is
can be set in the UK, Germany, Sweden, wherever you want.
8.
Miniatures, what scale and whom if anyone, have
you approached? Or can you talk on that?
Miniatures have been discussed. I am a huge minis gamer.
Nothing is decided. The RPG certainly does not require them.
9.
If there’s one thing you want to tell the fans,
what is it?
I’d tell the fans that I was a huge fan of Twilight:
2000, studied the Cold War as a kid while it was going on and both myself, and
Tomas intend to do the old game right while making it mechanically modern.
10. Do you think, with what’s going on in the world
now, and the rise again of PA entertainment over the last few decades, has
Twilight:2000’s moment in the sun finally come?
I think the current state of the world makes the return
of Twilight: 2000 as timely as it was when it appeared in 1984. We live on the
edge of a vast unknown, a very likely dark abyss, and it permeates our global
culture. If you can turn that experience into an exercise for fun, you might
find it cathartic. At least in our game, players have agency. In the real
world, as individuals, we are very much subject to the agency of others save
when we come together. If we’re going to get out of this era’s looming end
times, it’ll require global movements from the people who will suffer the consequences.
That said, it is a game at the end of the day and the object is to have fun.
But, as a writer, I’m very aware of how close some of the scenarios in the game
are to what might happen in the not too distant future. There is, for example,
a virus in game as an optional plot thread. I wrote that prior to COVID. I hope
other things we’ve put in the game remain conscripted to the land of “might
have been.”
So, that is our interview thus far. I plan to do another
one, hopefully before the beginning of the kickstarter in August! So, send me
your questions care of the blog!