The 80s that never was is kinda of their thing. What does that has to do with Twilight 2000? Well is probably means we will get a really well done RPG that written from a 1980s mentality about the Cold War. So it will have a heavy nostalgia factor.
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Nobody has gotten T2k right since GDW's first revision of the game. Yes, I'm playing Twilight 2000 edition wars, but that's just how it is. Trying to move the timeline up to "somehow, the cold war keeps going after the 1991 fall of the Iron Curtain" was shite, GDW should've just tweaked the rules and left well enough alone with the plot. But 2013 came along and...ugh, it was just Not Good. But nobody seems to "get" what makes T2k great. What makes T2k great is that its "techbase" is on the cusp of "fighting with and over scraps of high-tech gear" and "fighting with entrenching tools, and crossbows made from rifle stocks"; it's of rolling hot with an M1A1 Abrams - for about six weeks, then your fuel completely runs out, and you become a bunker, bartering your main gun shell casings and other scrounged brass for
just enough fuel (or a small still) to keep the APU running so you don't freeze in your Chobam-armored pillbox on winter nights. It's about encountering a BMD-1 (the entirety of a Soviet "motor rifle company"'s armor) and watching as the Rube Goldberg cascade of effects happens when you decide, yes, we've
got to use our lone LAW rocket to take it out and you get a hit and start rolling percentile dice. It's about making the hard decision to leave or not leave the two seriously wounded guys who can't be moved, because you
must get to Bremerhaven before November if you want to go home...unless a three-to-four year journey on foot across Siberia and
maybe getting a ride across into a Soviet-occupied Alaska thrills your group.
But T2k isn't and never was about a "lightweight fantasy rule-set". So you can keep the new version.