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Is Twilight 2000 my best option for a STALKER-esque campaign? I can add in my own anomalies.
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>>97764865
Yeah probably.
I ran a couple sessions of exactly that pretty successfully, the combat is good. I didn’t get to do the close quarter combat. In my experience the system basically requires maps, I don’t think that’s the case with the indoor combat from the urban combat expansion.
I ran anomalies from the games using minefield rules and frankly it was not good. My players had fun but in a longer format like a campaign I think this sucks the weirdness out of the supernatural. I think in order to do this right you’d need to just take inspiration from the games, movie, and book and come up with your own original anomalies and supernatural elements. For that reason I didn’t commit to a full campaign but I do intend to work on it and return to the concept.
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>>97764865
GURPS should have more rules for paranormal stuff
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>>97765490
I've considered integrating or maybe using Mutant Year Zero instead as the basis for a STALKER game. That system, almost identical to Twilight 2000 has anomalies and rules for exploring a zone.
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>>97769951
Grab the Mutant Yero Zero SRD and it tells you how to convert between the two Free League system.
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>>97769951
I think integrating the rules could work. Mutant would be a great base if you’re more interested in leaning into roadside picnic but I don’t think it would work for stalker as well as T2K solely on firearms rules. I think the intended level of scarcity of T2K is a better fit than Mutant’s.
>>97770325
This is certainly an option, the year zero SRD is pretty good.
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>>97764865
>Is Twilight 2000 my best option for a STALKER-esque campaign
Potentially
>Swedish edition
Not at all.

Try 2 and 2.2 ed instead
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>>97770551
>if you’re more interested in leaning into roadside picnic

This is EXACTLY what I want. Unfortunately, the official Roadside Picnic RPG kinda sucks, aside from the lore sections.
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>>97765616
But GURPS is bad.
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>>97770791
Mutant might be the better pick then. Twilight leans heavily into tactical gun combat. Mutant does have base building and hexcrawling as an assumption though.
I think the better question at this point is what do you envision a session to look like? What is the process for artifact hunting? What is your setting like a Roadside Picnic zone, a stalker zone, something else?
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>>97772480
I have a setting that is an anomalous zone set in the southwestern US desert. Basically a lab incident in the 1980's opened a rift that created the spreading zone.

>dust-protocol.neocities.org

I was considering just using Delta Green as the system I'll use, but wasn't sure if it was the most ideal choice.
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>>97764865
Es Tee Ay El Kay Ee Arr Clear Sky
Es Tee Ay El Kay Ee Arr Shadow of Chernobyl
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>>97772656
Well, that’s super neat.
Have you run anything or written any stories in the setting? What are the characters doing moment to moment?
Unfortunately, you’ve picked two opposites imo. Delta Green shines in non combat investigation with a massive skill list. Year zero, twilight especially, is a lower number of skills with detailed combat. Both have robust non physical ‘HP’ systems though.
If players are part of cells trying to fight off the expanding DUST, keeping rival factions out, negotiating with other cells, and occasionally investigating mysteries of the government I’d say YZE.
If it’s mostly about investigating the mysteries the government left behind, dealing with weird science (manmade or not), negotiating with other mysterious groups, and occasional fights then DG makes sense.
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>>97772948
Well, the way I envision it are there are basically two core types of scenarios: The Investigative and The Pushback.

Investigative scenarios are basically mini hexcrawls to discover, study, and document an anomaly in the DUST (one of the core conceits of the setting is the government has abandoned these people and basically made the area and situation officially non-existent and off book; the locals aim to keep a record of it all.)

The pushback is basically a hunt in the DUST or on it's outskirts around a town. Picture the people in the movie Tremors. There is a tangible threat to the locals and the team is assembled to kill it or at the very least drive it off. This may also require some small investigation (I guess more like tracking and talking to locals, investigating places its been seen, deciding to persure or lure, etc).

Honestly the only reason I considered Delta Green was due to the 1) cell/team based nature of the party, the inclusion of the unnatural, and the fact that I know the mechanics so well, hah.
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>>97773082
Frankly, I wouldn’t use delta green personally. That said if you want the big skill list and flexibility, it’s certainly an option as are other modifications of BRP.
To me the option would come down to:
DG/BRP if I’m most interested in an investigation and rolling to research using library skills, human intelligence, forensics, etc. and less interested in tracking resources. Episode to episode type games.
Twilight if I intend for more ranged combat with scarcity of resources but not extreme lack of everything, and players should be figuring stuff based on what you’re telling them. Tracking resources over a long campaign.
Mutant for a mix of ranged and melee combat, extreme scarcity of resources, and the same playstyle as twilight.

Worth noting as far as I know only twilight has vehicle rules.
Also to note year zero stuff can get a tad board gamey on the hexcrawl map. It has a strict hex procedure which has pros and cons.
Both twilight and mutant have good home base rules.



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