 twilight 2000 is a role-playing game set in the aftermath of world war iii (the "twilight war"). the premise is that the united states/nato and the soviet union/warsaw pact have fought a lengthy conventional war, followed by a (limited) nuclear war with all its consequences. characters in the game are survivors of the war. == history == the adventures in twilight 2000 typically involve a military unit which was stranded in central europe after the nuclear war and places emphasis on attempting to realistically depict military and social systems after a nuclear war. the manufacturer of the game, game designers' workshop (gdw), which is now owned by tantalus, extended the timeline of twilight 2000 to create the background history for the science fiction game 2300 ad; by doing so the rather depressing post-nuclear environment of twilight 2000 is mitigated by the outcome in which the earth rebuilds itself and begins to colonize space. far future enterprises has reprinted the first edition of twilight 2000 in hardcopy (paper) format, and both the first edition and version 2.2 are available in cd-rom format. versions 2.0 and 2.2, both using the system that became standard for gdw's games, are currently available in watermarked pdf format from drivethrurpg.com (as are the first edition rules). twilight 2000's success as a game can be attributed in part to its manner of presenting a military background and setting, without hemming the players into a military's command structure. the civilian governments of most countries in the game have been shattered (france and belgium quit nato and thus largely escaped war damage,) with the us government splitting into the civilian and military governments, as has the military chain of command, supply lines, etc. the various military forces are presented as being much weaker than their stated sizes, occupying civilian territories and relying on civilians for food and small-scale manufacturing, and recruiting from civilian populations to some extent. this all means that the players can feel they are part of a military of some sort, without their characters being forced to submit to higher military authority. players generally can choose whether they want their characters to try to continue the war, get back home (wherever that may be), join one of the new power groups wherever they are, simply survive as mercenaries or maraud
Frank_Chadwick_games Game_Designers\'_Workshop_games Historical_role-playing_games Military_role-playing_games Post-apocalyptic_role-playing_games Science_fiction_role-playing_games