Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Saturday, 1 March 2025

Street Stories

Twilight 2000: Roleplaying in the World War III That Never Was opens with the Player Characters on the run, attempting to escape the last hurrah of the US 5th Mechanized Infantry Division near the city of Kalisz in central Poland or the 2nd Marine Division near the central city of Örebro in Sweden. Where do they go? Where do they find shelter? Where do they find food and water? Spare parts for their vehicles? Extra ammunition for their weapons? Published by Free League Publishing, Twilight 2000 presents an expansive sandbox setting that the Player Characters can explore, forage, loot, protect, and even settle. A sandbox setting consisting of a broken world, torn apart and poisoned by war and weapons of mass destruction, followed by disease and starvation. In the immediacy of the aftermath of the war, it is a grim setting where every day is a struggle to survive at best, a fight at worst. Urban Operations is the first supplement for Twilight 2000: Roleplaying in the World War III That Never Was, examining the status of cities and other settlements in the broken world of 2000, presents new rules and expanded details for playing within their confines, and provides encounters, plots, factions, and scenario sites that the Game Master can add to her campaign. Lastly, Urban Operations presents two ready to play urban centres that can form the basis of urban-centred campaigns and potential destinations for the Player Characters. As with the first edition of Twilight 2000 from 1984 and the supplement, The Free City of Krakow, one of these is the city of Kraków in southern Poland, whilst the other is the town of Karlsborg, to go with the new alternative setting of Sweden as presented in Twilight 2000: Roleplaying in the World War III That Never Was.

Urban Operations comes as a boxed set that contains a ninety-six page book, sixteen Encounter Cards, fourteen modular battle maps—ten for urban environments and four for close quarters combat, four scenario site battle maps with two being for close combat quarters, fifty-four battle map tokens, and two double-sided maps. One of the double-sided maps is a city travel map for example city of Kraków in Poland and the example town of Karlsborg in Sweden, whilst the other is a battle map for Wawel castle in Kraków and a battle map for Karlsborg Fortress in Karlsborg. Everything is done in full colour and most of the maps are marked in hexes, whilst the close quarters combat maps are marked sectors. In turn they depict a large housing complex, a church, a nuclear power plant, a bunker, an industrial site, a housing estate, a hospital, a park, even a housing complex where a passenger airliner has crashed, and more. These are ready to be used in the game, the Game Master needing only to add the details of what might be found at each location. The maps also work well with those found in the box for the core rules.

The ‘Urban Operations’ book opens with a discussion of what the Player Characters might find in a town or city. What it emphasises, of course, is the differences between the now of after the war and what it was like before. So, law and order varying from town to city—even devolving on anarchy, but now always at the point of a gun; bartering has replaced currency, whilst in organised towns and cities, citizens sometimes have ration cards and may have to give up their labour in return for this, sometimes willingly, sometimes not; transportation options are extremely limited; politics continues, but is more individualistic, often feudal in nature, the consensus of party politics having been destroyed in the war; and the infrastructure has been broken, so no power, no running water, and so on. Lastly, the survivors are traumatised, damaged by the loss of friends and family and the society that they once knew. Some cities remain uninhabited, too damaged by the weapons of mass destruction deployed in the war. This presents a good overview and introduction to the situations that might be found in the major settlements in post-war Europe, suggesting a variety of different circumstances that the Game Master can use to make places different in her campaign.

New archetypes in Urban Operations include the Cop and the Criminal. Both are roles that can be created using the rules in Twilight 2000, but the archetypes enable the Game Master to create an NPC or the player a character quickly and easily without going through the full character creation process. The other new rules cover fog of war, city movement such as hugging walls, spotting shooters, breaching buildings and blocked hexes, and close quarters combat. These build on the wargaming aspect of Twilight 2000 and play out as a hex (or sector) and counter game. The rules are nicely supported by a decent set of examples. Similarly, the rules for city travel, which is harder than rural travel, are supported by decent examples. As well as the sixteen new encounters, Urban Operations adds Areas of Controls to indicate if a city hex is under the control of a specific faction, primarily replacing the military or marauder encounters with the local faction, whilst the actual encounters burning buildings, robberies, finding a spy dying in an ally, encountering the ‘Baker Street Irregulars’ gang of street kids, a pop-up market, and more. Other encounter tables cover situations when the Player Characters are stationary, radio chatter, and rumours. Four factions are described, three of which can be used in Sweden and three of can be used in Poland. Each is given a plot and some notes, as well as a detailed description that includes goals and forces under its control. The Free Polish 6th Brigade is the one that can only be used in Poland, specifically tied in with the city of Kraków (though it could be used as a template for other local military forces in Poland), whilst the Life Regiment Hussars is the Swedish faction tied to the town of Karlsborg. The two factions that can used in both countries are the World Health Organisation and the Vorovskoy Mir, or ‘thieves’ world’. These two are also given two interesting NPCs as well.

The four factions are each tied into one or more of the plots described in the book. These are intended to provide a storyline that the Game Master can tie factions and encounters together rather than serve as a full adventure. To help this, each has a countdown of events and notes as to what factions and what sites—or rather maps—might be involved. The plots include a search by a group of fanatics for the lost and holy Spear of Longinus and the race to stop a new plague spreading in the face of desperate and brutal measures being used by the World Health Organisation (its staff in the post-apocalypse have mercenaries). Some are specifically tied to the locations described in the book’s appendices, such as getting involved in a mayoral election in Kraków or stopping a KGB power play in Karlsborg. The biggest plot is ‘OPERATION Reset’, which suggests that there were other aims than just military ones in this operation, which was to obtain secret Soviet technology. Only part of the whole plot is explained and available to play through here—the next part will play out in the supplement, Hostile Waters. Thus, ‘OPERATION Reset’ provides the beginning of an overarching espionage campaign that will carry over into several modules for Twilight 2000 and involve the CIA, DIA, KGB, and GRU at each other’s throats and the Player Characters caught in the middle.

The four scenario sites consist of a housing block where two gangs vie for access to the local resources and turf with the Vorovskoy Mir in between; a church whose flock looks to its faith for answers, but wonders if God failed to protect from the war or used it to punish them, whilst not every member of the clergy is honest; a nuclear power plant that is still operational, but are threatened by marauders and the staff believe it has a traitor amongst its midst; and a bunker, no longer a place of war or survival, but turned into a nightclub that offers many locals a few hours escape drinking and dancing, whilst behind the scenes is the target for a turf war. All four come with an explanation of the situation, rumours to fling about, a countdown of events, a description of the various locations within the site, and full descriptions of the major NPCs involved. Like the plots, these are not full ready-to-play scenarios, but rather storylines that can play out as the Player Characters get involved in them. They are all very nicely detailed, they all have their own scenario maps, and they can all be used in either setting for Twilight 2000—Poland or Sweden, Kraków or Karlsborg. Then again, like much of Urban Operations, they can be used in the city or town of the Game Master’s choice.

The last section in Urban Operations consists of a pair of appendices. These in turn, detail Kraków in Poland and Karlsborg in Sweden, after the events of the Twilight War. The descriptions begin with what the Player Characters might see on arrival before going on to give the history of the population centre, its current status, a handful of rumours, descriptions of its neighbourhoods, and its major NPCs. Kraków describes itself as the only ‘free city’ in Poland, a democracy on the verge of a new election in the face of an extremist political faction, a centre of commerce sat on the Vistula River which manufactures ammunition and various devices to trade for food whilst the Vorovskoy Mir smuggles in everything else, and the holder of one ace—a working Mil Mi-24 Hind helicopter, though fuel supplies are limited. At the heart of Karlsborg is the Karlsborg Fortress, back in control of Swedish forces and possibly the seat of the Swedish king, the town under the protection of a military which has very limited means to extend that protection, especially as more and more refugees arrive, and marauders control much of the surrounding area. Of the two, the description of the situation in Kraków is richer and deeper than that of Karlsborg, though this is understandable given that the authors had a previous work, The Free City of Krakow for the first edition of Twilight 2000, to draw from.

Physically, Urban Operations is very well presented. Everything is in full colour, the artwork is excellent, and the maps are clear and easy to use.

As much as Urban Operations provides further rules to run Twilight 2000 within the confines of the damaged and destroyed cities and towns of the aftermath of the Twilight War, what it really is, is a toolkit for the Game Master to run a series of plots in a variety of different locations in her own campaign, ideally in Kraków or Karlsborg. Each of the plots has its own scenario location and together they can easily be inserted into an ongoing campaign in whatever town or city the Game Master is using, or they can be run in one settlement after another as the Player Characters travel from one town or city or another. Either way, they offer several months’ worth of play as the Player Characters travel, get involved, survive, and build or move on. Lastly, Urban Operations does include the start of ‘OPERATION Reset’, a plot that will run through the next series of releases for Twilight 2000, so that there is an ongoing connection from one to the next. Overall, Urban Operations is an excellent expansion for Twilight 2000, providing the hooks and means to pull the Player Characters into the world around them, interact with the survivors, explore the consequences of a nuclear conflict, and hopefully make the world a better place.

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