Also there are often weeks or months between game sessions. But that is not the only problem, the players only come together now and then and play for a maximum of two to three hours, as everything more than that is to long for them. I like the art and I think the quest for it approach is cool, the xp system is nice and I like the mercurial magic a little bit better than vancian.Īs we play with miniatures puplished Adventures are kinda hard to do, as they often require very specific monsters or have very unique dungeon or wilderness maps. I switched to dcc because I find the system is easier than 3.5 and maybe even 5e. As you can see most of my experience comes from one shot games. I have only a bit of XP in this regard (I dm'd two unfinished 5e lost mines of phandelver games and a oneshot game, a few 3.5 and pathfinder one shots and a short blueholme (retroclone) sandbox campaign (lastet 3 or 4 sessions).
I have to be Judge or Gm or whatever each game names their referee, as nobody wants to learn all the rules and do the prep. We don't play over vtt and so in person sessions are the only time we play. I can live with that approach and it seems they have fun doing that stuff and so I also have fun. They are also not very interested in roleplaying (so no in character talking etc, the most I get is in third person ala "my character does this"), but they love to loot and kill every monster on sight they can handle. My players really like miniatures and battlemaps and all that stuff (Wargames, skirmish background or boardgamers).
#TWO HOUR WARGAMES DRY ERASE HOW TO#
I think that I maybe was not specific enough what I looked for, it's more of a looking for help how to handle my gamegroup and their style of play? So I try it again this time and hope I get it right now =). Twilight: 2000 (4) Army Lists (1) articles (5) background (5) battlefront (3) battlegroup (7) bitbox.A few weeks ago I wrote a similar post (creating own funnels) and got some feedback for dungeon generators and all that stuff.
Rules to Greet the Nuclear Dawn, Pt 2.Survivors of the Twilight, Part 1 (15mm figures su.Survivors of the Twilight Part 2 - 20mm Figures.Twilight 2000, The Look on the Tabletop, Part 1, V.In short, I heartily endorse these rules. In short, a great idea more rules publishers should follow.
#TWO HOUR WARGAMES DRY ERASE FREE#
While the pricetag is a bit on the high side, there is a 32 page free preview so you can "try before you buy". Now, for Twilight:2000, that should not be much of a factor, but keep that in mind when using these rules and mixing the technology. You can spend more than a few turns advancing to get into range. 15 and 20mm (especially at the WWII ranges stated in the book) just don't run well. My main issue? Like most 1:5 scale rules, you really are better off going 6mm with them. Beard is an attorney), and all in all, the rules are some of the best I have seen for this level of warfare. Minson back up their assertions with fact that is cogently written (it helps that Mr. In short, this is the motherlode of information. Most of it is army lists and equipment stats.and boy are there equipment stats. The size of the book should not intimidate you. It should handle converting anything you find in Twilight:2000 with little trouble.
It's common sense, it allows you to add new equipment and infantry units to the game pretty easily (though calculating PV for equipment is a bit of math slog). Fistful of Tows 3 to me, at least, is the best set of operational level rules out there.