Twilight 2000 and/or 2300AD

By Bojanglez, in Genesys

Was thinking about this over the weekend and would love to do a series of adventures either in a Twilight 2000 for 2020 way or possibly in the aftermath of that as we start getting to the stars. Before I start work on this, I was curious if anyone had done anything like this already that I might be able to use as a jump-off point?

thanks in advance!

Nothing to offer you as a jumping off point, just interest :).

I've rolled this one (Twilight 2000) through my head quite a bit for a conversion to genesys but only cursory notes as I had ideas thus far. I think my main goal was to make it more approachable than the original was; less crunch/long lists of weapons/etc. and more narrative like genesys, something to make it flow faster but still still get to dig into all the old adventures.

Just some ideas that spring to mind for getting the feel of T2000/2020 regarding needed house rules:

  • Suppressive fire of some sort. T2000 had "Coolness under Fire". Perhaps use the Fear rules of Genesys while adding some sort of suppressive fire to large explosives and auto weapons. Leadership could then be used to get rid of suppression.
  • Vehicle hit location. In T2000 this was important. Geneys has criticals, but I would add a simple house rule to add armor to front and reduce armor to rear of most vehicles.
  • Adjustments to vehicle damage. An RPG needs to be able to threaten an armored vehicle.
  • Rules for calling for and receiving indirect fire, making adjustments to accuracy, etc.

The survival aspect of T2000 needs added. Genesys doesn't have detailed tracking of fuel, ammo, food, etc. This would actually be important though for T2000.

  • Perhaps add Extra Reloads of different classes - Light Pistol/SMG, Heavy Pistol/SMG, Light Rifle, Heavy Rifle, Very Heavy Rifle? Thus, players might be able to find a cache of Light Rifle Reloads x3, but their Heavy Rifles are still lacking. Keep track of individual rockets, grenades, etc as in Genesys.
  • Use the Extra Reloads system for fuel also? Add "Extra Fuel", with despairs or three disadvantages during vehicle ops making the vehicle run out of fuel (or the light comes on meaning you only have a short time/distance before you run dry). Then, a typical jerry can may be equal to an Extra Fuel reload, a small towed trailer could hold 20 Extra Fuel reloads, etc. Add house rules for stills to make fuel. But, a vehicle running on such fuel would be more prone to running out of fuel (needs only 2 disadvantages?) and reduce Handling by 1?