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

Sunday, 13 April 2025

Madonna Mystery

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, the first supplement for Twilight 2000: Roleplaying in the World War III That Never Was, examined 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. It also presented two location destinations for the Player Characters, urban centres intended for urban-centred campaigns. One of these was taken from the first edition of Twilight 2000 from 1984 and the supplement, The Free City of Krakow, being 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.

The Black Madonna updates and expands the scenario and setting supplement of the same name, The Black Madonna, published for use with the first edition of Twilight 2000. Like the original scenario, it is the second expansion to its version of Twilight 2000, following on from Urban Operations. This is despite its setting and the location of the scenario actually being placed geographically between the opening scenes of the roleplaying game, ‘OPERATION Reset’ and for the Poland setting, the ultimate destination of the city of Kraków in southern Poland. For the first edition of Twilight 2000, this did not make a great deal of sense since the Player Characters were likely travelling through the region of southwest Poland before they got to Kraków. In the updated version of The Black Madonna, it makes more sense, primarily because the Player Characters will be travelling through various urban environments and there are rules in Urban Operations that the Game Master will likely want to make use of. Further, the Player Characters, having made it to Kraków, might find themselves retracing their steps back through the region, whether looking for the Black Madonna or on some other assignment given by a contact in the city. One thing to bear in mind with The Black Madonna is that it is designed specifically for use with the Polish setting of Twilight 2000 rather than the Swedish setting that the current edition also includes. There are very good reasons for this, nearly all of them Catholic. There are additions in The Black Madonna that can be used in Sweden, but they are not the focus of the expansion.

As with Urban Operations before it, The Black Madonna is a boxed set. It contains a seventy-two-page book with new rules and campaign material, an eight-page handout booklet used for the core scenario in The Black Madonna, a travel map, sixteen new encounter cards, six new battle maps, and three battle maps for close quarters combat. The maps are divided between those for the core scenario in the boxed set and general battle maps. The former includes a travel map for the specific region where the scenario takes place and specific battle maps for locations within the scenario—internal and external. The latter are for the detailed scenario sites that the Game Master can add to her campaign as expanded encounters, including a former Soviet nuclear bunker, a dam, a Silesian farm, and a gold mine. The handout is the diary which will kick off the scenario proper and the encounter cards are used to determine random events.

‘The Black Madonna’ book begins with an explanation of what it is. Which really do two things that make up a third. One is to present a guide to Silesia in southwest Poland in the months after the Twilight War and the second is to give a plot around the location of a lost icon revered by Polish Catholics. This is ‘Our Lady of Częstochowa’, the Black Madonna of the title and at the start of the scenario, it is thought lost, if not destroyed. Together, they provide the means for the Game Master to create a scenario in which her Player Characters hunt for the icon. This is not the only content in the ‘The Black Madonna’. It also includes new rules and gear. The new rules are for advanced minefields, covering their size, density, condition, and type, as well as descriptions of the types of mines used by both NATO and Warsaw Pact forces. There is something not a little distasteful about their inclusion, adding one more element of misery left over from the war that can affect civilians, but Twilight 2000 is a military roleplaying game and their inclusion is appropriate. The rules cover underground combat with the chance of ricochets and explosions in the mines and tunnels that appear in the scenarios in The Black Madonna, intended to be used in conjunction with the urban combat rules in the Urban Operations supplement, and there is also a list of specifically Polish materiel with which to arm Polish Player Characters and NPCs.

The Black Madonna provides an overview of the region and descriptions of the state of the numerous towns to be found in Silesia. These are marked on a very clear map along with the zones of control and influence for various factions. They include independent factions such as the Margravate of Silesia, a stable feudal state which rejects the overtures from both the KGB and DIA, backed up by the Śląskie Siły Obronne Sso, or Silesian Defense Force; the rickety 20th Guards Tank Division clinging on to Soviet doctrine as unit morale collapses; Soviet Special Signals Detachment 1109, a Spetsnaz unit operating under the command of the GRU with no love of the Americans or the KGB and the ruthlessness to get any task done; and Marczak’s Legion, the former Czech 8th Border Guard Brigade, now a DIA-funded anti-Soviet guerrilla force—supposedly. All of these factions are nicely detailed, with most being location-based whilst the Spetsnaz unit is a tool for the Game Master to drive the plot along.

‘The Black Madonna’ is the plot set-up or scenario in The Black Madonna. It begins with the discovery of a diary on the body of a dead US soldier, along with a gold chalice, pointing to something odd that he and his colleagues found in some tunnels. Research—at least into the chalice—will highlight its religious significance and the possibility that other religious items linked to it somehow survived the nuclear destruction of Częstochowa and the Jasna Góra monastery museum. This includes the icon known as ‘Our Lady of Częstochowa’, solemnly crowned Queen of Poland in the name of Pope Clement XL in 1717 and a symbol of Polish Catholicism and nationalism. Whomever managed to find it would have major influence over the future Polish government if they can hold on to it and so if they find out about it, factions throughout the region are going to be hunting for it. Some may even employ the Player Characters to find it for them, depending upon their allegiances. Others will hunt down the Player Characters to get hold of it. The Game Master can also use errant radio traffic and rumours also to push the Player Characters to investigate if they are not readily taking up the bait. Ultimately, the Player Characters will get to the location of ‘Our Lady of Częstochowa’, which is described in some detail. In between, the Game Master has a lot of work ahead of her, reacting to what the players and their characters want to do. Of course, this is how Twilight 2000 is intended to be run, a military sandcrawl of travel, exploration of the new environment, and survival. Advice is given on this in the ‘Referee’s Manual’ for the roleplaying game, but The Black Madonna gives tools and advice of its own, including what might happen after the Player Characters have got hold of the Icon and Silesian encounters and rumours pertinent to the region.

One issue perhaps is where The Black Madonna is supposed to be a horror scenario. The Player Characters are meant to be frightened in their exploration of the location where the Black Madonna has been kept hidden. The advice to that end is very light and the switch to a different genre may be at odds with the tone of campaign that the Game Master is running.

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

Much like Urban Operations before it, The Black Madonna is a toolkit rather than a traditional scenario. Where Urban Operations is a toolkit to run Twilight 2000 within the confines of the damaged and destroyed cities and towns of the aftermath of the Twilight War, The Black Madonna is a toolkit to get the Player Characters through a region of Poland, interact with its factions, and discover a secret that will affect the future of the country and the Catholic Church. That it is applicable only to the Poland setting for Twilight 2000 limits the usefulness of The Black Madonna, but this is still a solid update of a classic scenario for Twilight 2000 that provides everything that the Game Master needs to make the Player Characters’ flight across Poland from ‘OPERATION Reset’ memorable.

No comments:

Post a Comment