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Free League Publishing's Twilight 2000 RPG banner art by Niklas Brandt
Free League Publishing’s Twilight 2000 RPG banner art by Niklas Brandt

So continuing the saga of my review and ongoing campaign log for Free League Publishing’s Twilight 2000 RPG, we finally met for our first session earlier in the previous month and here’s what happened.  We created characters, whom you met previously on Haunted MTL here.  We got the Brief History of WWIII as we know it and the introduction of a failed major assault to set the scene.  The backstory and setting were believable and provided a good launching point for the game.   (I won’t go into this so you can enjoy the setup when you play for yourselves, and so you can adapt it to current events if you want to hit even closer to home.)  And so we began gameplay.  Here’s the story of what happened.

After all Hell broke loose…, as told by Kyle Van Schoen (Ice)

Our first encounter after all Hell broke loose was with some US troops messing with a radio they’d propped up on a Jeep: Captain Morris and his entourage, Radioman Scott, Carlos, and Deb.  Once they tuned out the initial static the message was loud and clear – we’re on our own.  Maestro (Roger) pansied up to the Cap’n seeking orders but the Cap’n commanded that we split up to draw less attention by having fewer vehicles and because frankly we wouldn’t be able to keep up.  I think he just took one look at our baby-faced leader and wanted us gone so our asses wouldn’t be blown to smithereens on his watch.  They were heading west; he suggested we go a different direction away from the Ruskies, perhaps southwest.

So we embarked on the bumpy off-road journey through the deep woods towards Kepno.  Fortunately, our driver Nadya, a local Polish girl, is on it.  On the way, we encountered a not-very-well-fed bear that sized us up and thought we might make a tasty dinner if not for the truck.  Apparently Pooh had blown through his stash of honey and was looking for something meatier.  Scope (Alek) handily shot the hostile creature in the head and blew out its brains.  It’s definitely cold dead, Jim, time to take its… oh never mind.

Underfed Bear as drawn by Jennifer Weigel, our first random encounter in Twilight 2000 RPG
Underfed Bear as drawn by Jennifer Weigel

Having put the beast out of its misery (and us out of possible harm), we loaded the bulky fuzzy-wuzzy-ass bear carcass in the truck in the hopes that it may be worth something to the townsfolk in trade.  Nadya set up camp in a small plot of woods on the other side of the river and, after an uneventful night, we made it to Kepno in the morning, bear in tow.

Nadya talked our way into town despite some sideways glances from the locals.  Someone threw a blanket over the SAW as if my bulging package was somehow less conspicuous.  We were told to keep our hands in sight and our weapons in the truck and tooled slowly into town looking for some dude named Hirek.  A number of other Poles talked to Nadya as she recounted our story over and over; I lost track of who all they were, I think there was a Tytus and a Kornel and a Luiza and a local yokel whom I’ll just call D.  Thankfully D stayed out of our business for the most part.

Luiza ran shop and Brick (Jack) & I were recruited to help haul Pooh in to be appraised.  After much banter, Nadya let us know that we would be able to get a small still to keep the truck running in exchange for the bear, but that she would have to work on a couple of vehicles to seal the deal.  A day out on our own and we’re already getting hooked up with some reasonable equipment, that’s a good shake.

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We were just lollygagging around near the truck killing time for most of the afternoon.  Once Nadya finished working on the car, she needed some parts for their truck to fix a blown-out engine.  I tagged along to help and keep her out of trouble, and to stretch my legs.  We found a couple of car parts we could salvage from some old beaters and they let us keep the extra.  As dusk settled in, we heard a commotion out front.  We grabbed our weapons out of our truck because the townsfolk were busy and we’d do best to ready ourselves for action whether they told us to lay low or not.

It seems some wild dogs were trying to run amok in the village and the guards were calling for help.  Nadya revved the truck and sped off as we piled through the streets to get a better view.  Sadly, I’d been taking a piss at the time so I was not on top of my game and brought up the rear.  Wild dogs, whatever.  I heard a resounding scream as I rounded the corner.  Damn rabid bitches, who’d they jumped now?!  By the time I caught up and could see what was going on, the guards were elbow deep in the fray and one of them was badly bitten.

Wild dogs from our first session encounters in Twilight 2000 RPG, drawn by Jennifer Weigel
Wild Dogs, drawn by Jennifer Weigel

Someone had culled a few curs from the pack and Nadya was taking it off road to ram and scatter some of the mongrels in the back.  Yep, that settled it – she’d earned the name Wheelz that’s for sure.  Scope aimed and downed one of the dogs in the midst of the crazy, but the terrified locals cowered in fear and were soon awash in the frenzy.  There was a dog on Brick, so I ran in and smashed it with my rifle to save his ass.

Scope took a pot shot and took out one of the dogs on the downed guard without aiming.  Brick ran over to club the remaining mongrel with his rifle butt in a giant F-you-I-don’t need-your-stinking-help as he sneered at me.  It was on.  I raced in to take out the last dog on the other guard but Brick beat me to it.  Scope lowered his rifle looking sheepishly at the other guard who had snapped out of the cowering stupor and was yelling a string of profanities at him. I don’t speak a word of Polish but I can recognize a good swear streak in any language when I hear one…  Hirek and the copper D started asking around about what happened.  Time to melt back into the background.  At least Doc (Trish) was on it and Nadya (Wheelz) was helping her to smooth things over.  It must’ve worked because everyone quieted down for the time being as we all went in for supper.

From a Gaming Perspective – So, How Did It Go?

Play in Twilight 2000 RPG went pretty smoothly.  The encounters that were drawn provided a good way to ease into combat and get a feel for the mechanics, which was helpful since we are all fresh as rain (no seasoned veteran gamers in this system here).  Action was intense but we were able to think on the fly.  Drawing for initiative worked well.

Rolling for skill checks and attacks was relatively straightforward once you got the hang of it.  I’m especially grateful that not everything relies on dice rolls because I’m a total snake eye salesman and that is rarely a benefit in these sorts of games. (It did hinder me when rolling up characters, but you learn to work with what you have when you are blessed with these sorts of abilities in real life…) I like the die roll percentage tables – they really do help calculate what dice you should use when upgrading (or downgrading) a roll for the best likelihood of success.

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The ability for others to help with skill checks simplified game mechanics and kept things from slogging on like in some other RPGs where everyone rolls to see who struck it lucky and made the check versus who fell flat on their face this time.  The dogs were able to act together which further helped to keep things from getting convoluted. The skill-pushing mechanic is interesting and adds another layer to the storytelling aspect of the RPG.

Free League Publishing's Twilight 2000 RPG art by Niklas Brandt
Free League Publishing’s Twilight 2000 RPG art by Niklas Brandt

From a referee standpoint, you’re supposed to go with the flow and my husband did for the most part but he did do a lot of prep getting things together beforehand to flesh out the possible random encounters. I think this greatly strengthened the experience and appreciate all of the effort. Depending on the gaming group and the referee it may not be wholly necessary, but some work ahead of time means you don’t get caught with your pants down and name every NPC they meet Bob regardless of gender, nationality, etc. Not that names matter when they’re just cannon-fodder (damn those red shirts), but it still provides depth and decreases the likelihood of that outcome being the only path forward. Because everybody’s somebody to someone. I will admit, my husband is a bit extreme in his not wanting to use the same name twice though, which inspired me to write a short story as part of our upcoming spring series here on Haunted MTL…

I like the game mechanics so far and think all of us enjoyed ourselves. V is looking forward to the next session and has asked about taking it to video chat to game again sooner, but my husband and I would rather not because that seems… overly complicated…. There is more prep on behalf of the referee than necessarily known up front but that isn’t unexpected in RPGs and is generally what the group makes of it. Overall, it was an enjoyable experience and we all look forward to playing again when we can get together, about every other month.

Jennifer Weigel is a multi-disciplinary mixed media conceptual artist residing in Kansas USA. Weigel utilizes a wide range of media to convey her ideas, including assemblage, drawing, fibers, installation, jewelry, painting, performance, photography, sculpture, video and writing. You can find more of her work at: https://www.jenniferweigelart.com/ https://www.jenniferweigelprojects.com/ https://jenniferweigelwords.wordpress.com/

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Munchkin Big Box hitting Backerkit!

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Hey, Munchkin Maniacs! Ready to level up your game nights? Dive into the ultimate Munchkin experience with the Munchkin Big Box! This collector’s bounty is packed to the brim with over 600 cards decked out in John Kovalic’s iconic art, not to mention the rad new gameboards, standees, and more surprises than you can shake a +1 Sword at!

Here’s the rundown:

  • Playable with 3-6 Players
  • Epic game time of 1-2 Hours
  • Perfect for ages 14+
  • BackerKit steal of $125
Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

What you’re getting:

  • A mind-blowing 650+ cards including all your faves and new exclusives
  • A killer box that can hold over 2,000 cards and gear
  • Swanky card separators and dual gameboards for ultimate play
  • Six colorful dice, two Kill-O-Meters, and an updated rulebook to keep things spicy
  • 12 Standies in various colors, standie bases, and a playable bookmark because why not?
  • The cherry on top? A Limited Edition Spyke Enamel Pin and exclusive Munchkin decals!

Since its epic launch in 2001, Munchkin has been slaying at game nights worldwide. Now’s your chance to be part of the legend. Get ready to take a one-way ticket to Munchkin glory, and you need to do is click on to BackerKit and help this bad-boy come alive!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

So, what are you waiting for? Summon your crew, back ’em on BackerKit, and let’s make the Munchkin Big Box a reality. Your adventure begins now – don’t miss out on the loot, the laughs, and the ultimate betrayal. Back it, unpack it, and start the munchkin madness cuz you KNOW HauntedMTL is up and ready to back!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

Join the adventure on BackerKit and let’s slay this beast together! 🐉🗡️✨

Click here to back the Munchkin Big Box on BackerKit!

Don’t just play the game, BE the game. Let’s do this, Munchkinheads!

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Let’s! Revolution! @ PAX: Minesweeping Madness

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Continuing with video games I got to try out at PAX East, I was delighted to demo Let’s! Revolution! the debut game by developer and publisher BUCK. BUCK has historically been an animation and design studio, notably having worked on Into the Spiderverse and Love, Death, & Robots. Let’s! Revolution! marks their first foray into the world of video game development. I found this so interesting, I spoke to the Creative Director for Let’s! Revolution! on his career and how BUCK navigated that transition (find it here).

Let’s! Revolution! is a roguelike puzzle game inspired by the classic game Minesweeper. In it, you play as one of six heroes fighting their way along the dangerous roads to the capital city. Once there, you can defeat the tyrannical king and save the kingdom from his reign. Released in July of 2023, the game has been met with high praise. Unsurprisingly, this includes the game’s artistic and musical direction (by the team at Antfood), which is both stylistic and beautiful.

Watch the console reveal trailer here for a taste of the delightful animation and music:

I had the opportunity to play a 20 minute demo of Let’s! Revolution! on the PAX East show floor. I played alongside the Creative Director and other people who worked on the game. It’s important to note that this wasn’t long enough to get a feel for all the characters or the replayability of the game. But, it was definitely long enough to be enchanted by the game and the passion of the people who made it. 

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The core mechanics are inspired by Minesweeper. The player must use the power of deduction to uncover procedurally generated maze pathways to the exit. However, enemies are hidden along the way and can defeat the player before they reach their goal. Each character has their own special abilities that can help. Items and general abilities can also be bought or discovered to make your hero more powerful. All of these are limited in some way either by energy (your action currency) or limited uses per run.

A screenshot of gameplay from Let’s! Revolution!

From what I played, the gameplay is relatively simple with a mix of chance and strategy. I liked the cozy atmosphere, especially when combined with the ‘high stakes’ mechanics associated with Minesweeper. The UI was easy to understand and interact with while still being cohesive with the storytelling. And of course, the character design is exquisite and narratively driven, with many of the characters presenting as queer. 

Having released on consoles earlier this month (April 2024), Let’s! Revolution! is even easier to access than ever. Let’s! Revolution! is a perfect game for those who love cozy roguelites and beautiful (queer) aesthetics. I definitely recommend it for fans of roguelites looking to try something fresh. Look for it anywhere you game!

4.5 out of 5 stars (4.5 / 5)


Check out my other PAX posts here!

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Interview with Creative Director Michael Highland: Let’s! Revolution! @ PAX

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Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.


How did you become involved in video game development?

I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.

What has been the most challenging aspect of the development process?

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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers. 

BUCK primarily has its roots in animation, what led the decision to start branching into video game development?

It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution! 

The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?

Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows. 

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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?

This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better. 

Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?

The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.

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