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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

Welcome to When You’re Going Through Hell, our Twilight 2000 RPG campaign log.  Last time on War Is Hell, I started a review of Free League Publishing’s Twilight 2000 RPG; this series will expand upon that.  Here is a chance to meet the motley crew that we rolled up using the Life Paths character generation system which I really liked.  I’m not going to detail all of their stats but you get the idea from the backstories.  So, without further ado…

Meet Our Crew

Twilight 2000 RPG characters Kyle, Nadya and Roger as drawn at ease by Jennifer Weigel
Kyle, Nadya and Roger, drawn at ease by Jennifer Weigel

Kyle Van Schoen (Ice) as written and played by myself

Kyle Van Schoen is an American machine gunner.  Kyle grew up in a wealthy family in the suburbs of Los Angeles, CA, USA.  He learned Russian as a child to engage with his matriarchal grandmother who ruled the roost.  And he went to college as expected.  But he really wanted to do something more physical developing his strength.  In college studying science, Kyle took up wrestling which became his passion.  He developed a name for himself in the wrestling circuit while specializing in chemistry, and this attracted the attention of an influential gang expanding their meth market.  The gang welcomed him as family and rewarded his physical prowess in ways his family never acknowledged. When close friend and gang leader Moondog, the brainiac of the operation so to speak, was shot by a rival gang in a bloody spectacle, the police became involved and quickly swept up the remaining gang members.  Through his grandmother’s clout, Kyle was offered opportunity to join the Army to fight in the war in Europe rather than being hauled off to jail, court and prison, which would have smeared his birth family’s reputation.  His incredible strength quickly cast him as a machine gunner.  He nicknames his comrades under the premise that you should never reveal your true self because you don’t know who is listening.

Moral Code (quoted from Mal in Firefly, Serenity): I look out for me and mine.

Big Dream: He secretly wants to be reunited with his gang family and return to the streets of LA.

Nadya Wojcik (Nadi, nicknamed Wheelz by Kyle) as written and played by myself

Nadya Wojcik was born in Milicz to a Polish father and French mother and is much more at home under the hood of a car than engaging socially. Nadya was an only child, raised by her father after her mother died when she was only 3 years old.  She took on her father’s affinity for cars and helped him out in the garage from an early age.  As she gained skills as a mechanic, she became fascinated with how things worked and dabbled in gunsmithing, locksmithing, blacksmithing and finally improvised munitions as the world began to fall into upheaval.  Her father was killed and their garage was destroyed when the Russians took over Milicz, and Nadya fled the city in her pickup truck.  She began to learn some quartermaster skills, developing her ability to set up camp wherever she went looking for work, until she was recruited by the US Army to help with vehicle repairs after losing most of its internal logistical support.

Moral code: Fix it right the first time dammit!

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Big Dream: To someday set up an auto body shop in her father’s memory.

Roger Smith (nicknamed Maestro by Kyle) as written and played by myself

Roger Smith is an African-American 1st lieutenant who comes across as a very courteous and polished man of impeccable moral character.  Roger grew up in small town Alabama in the US and enjoyed deer hunting every season with his cousins, learning to handle a rifle on their isolated property away from judgmental eyes.  He had wanted to make a name for himself in rock-n-roll but, in college, he soon realized that his dream of becoming a big name musician was out of reach – he was just too clean-cut for the popular scene at the time.  So he went into the military to find another way to get out of the small town.  His musical background and liberal arts education led him to want to inspire others and he quickly wound up on the officers’ track.  Although he had only spent two terms in the military before the war broke out, he excelled at tactical training and was named a 1st lieutenant before being sent to Europe.

Moral Code: We’re all in this together.

Big Dream: To fulfill his duty to his country and then return home to his family having seen what is left of this decaying world.

Twilight 2000 RPG characters Alek, Trisha and Jack as drawn at ease by Jennifer Weigel
V’s characters, Alek, Trisha and Jack, drawn at ease by Jennifer Weigel

Aleksy Sowka (Alek, nicknamed Scope by Kyle) as written & played by V

Aleksy (means defender of man) Sowka (means owl), Alek’s grandfather grew up in Poland.  He liked to go hunting with his father.  When he turned 12, his father told him he was to hunt on his own, as a rite of passage.  When he was on his way home, with 3 small rabbits, he saw militants in his village.  They were burning houses, killing adults and rounding up children to be sold as sex slaves.  He saw his sister being raped by militants.  Knowing he couldn’t change the situation, he used his rifle to shoot her in the head so she would be spared the horrors to come.  Afterwards, he scavenged the village for money and supplies and made his way to the United States.

Alek grew up in a military family.  His father was a Non-Com officer and ruled with an iron – but not abusive – hand.  His father taught him to hunt and told him the story about his grandfather many times.  Alek enjoyed using a rifle and became adept at hunting. He also learned the art of stealth, and was all that more successful because of it.  He day-dreamed about saving innocent people from oppression and being the hero in a movie.  As soon as he could, he enlisted in the military and thrived under the structure and discipline which accompanied military life.  He eagerly learned as much as he could about ranged combat, scoped weapons, stealth, recon and combat awareness.  He went into special ops as soon as he qualified.  Now, as 1st Sergeant at the age of 33, he learned medical aid and command training.  He was even second in command in the aftermath of a nuclear strike so has a working knowledge of radiation sickness. 

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Moral Code (a quote from Mahatma Gandhi):  “Though violence is not lawful, when it is offered in self-defense or for defense of the defenseless, it is an act of bravery far better than cowardly submission.”

Big Dream:  An idealist, he wishes to live in a community without oppression.

Patricia Smith (Trisha, nicknamed Doc by Kyle) as written & played by V

“Trisha” grew up in rural Kentucky.  Her father was a farrier – a trained specialist who cares for horse’s feet.  It combines the skills of blacksmith and veterinarian to trim and balance horses’ hooves, craft & maintain horseshoes and apply them to horses’ feet.  Her mother was a home health aide.  As a child, she loved to go with her father around the countryside. Initially, she wanted to be a veterinarian for horses.  But then her father developed the tremors and shuffling gait of Parkinson’s disease. The area was so rural that there wasn’t a doctor for 200 miles.  So she watched her father deteriorate.  He died when she was 17.  When she graduated from high school, she made a promise to herself that she would become a rural doctor.  In college, she developed a fascination for and proficiency with chemicals… and discovered she threw up when she saw blood.  Realizing this would make being a general practitioner difficult, she revised her goal.  She decided to go into research.  No blood there!  But getting there would be a challenge.  First, she had to earn her way up the ladder of skills – field surgeon, treating diseases, chemical poisons and antidotes, radiation sickness, etc.  To her dismay, just as she was applying for that research position at John’s Hopkins University, she was drafted.

Moral Code:  1st – Don’t throw up.  2nd – Do no harm.

Big Dream:  To find a cure for Parkinson’s Disease and be lead researcher at John’s Hopkins University.

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Jack Max (nicknamed Brick by Kyle) as written & played by V

Jack grew up in a small house in urban Detroit.  Both of his parents worked in the automobile factory and made a decent living.  Jack had a little sister, 2 years younger than he.  His father frequently became drunk.  And when that happened, he was abusive to Jack, his sister and his mother.  Jack became fiercely protective of his mother and sister, and would antagonize his father to distract him from hurting them.  Unknown to him, Jack’s sister started using drugs.  When she was 16, she died from an overdose of heroin.  Not able to deal with the trauma of her daughter’s death, Jack’s mother hanged herself.  When he graduated from high school, he was hired by a construction company and learned many useful skills.  He had a good work ethic and developed an aversion to alcohol and drugs.  He also became adept at scrounging for parts to fix things around his house.  His short stature, however, resulted in him being bullied and picked-on by the older workers.  He had to quickly learn to defend himself and gain the upper hand in order to avoid injury, or worse.  Out of necessity, he developed skills in all methods of combat.  Soon, his first reaction was to fight.  He definitely was not a team player.  With the money he earned and the skills he learned, he developed a side job fixing houses for others in the neighborhood.

When he was 25, he heard about the military’s need for recruits due to the increasingly precarious situation in Eastern Europe.  Rather than getting drafted, Jack enlisted.  He liked the idea of getting to fight and not get into trouble for it!

Moral Code:  Every man for himself.

Big Dream:  Not to have to rely on ANYBODY.

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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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