Unitarians, Isocracy, Twilight 2000
Jan. 8th, 2013 10:39 pmLast Sunday attended the Unitarian poetry service and contributed a silly selection from "Bored of the Rings", given the release of a new movie. Next week Nigel Sinnot is given a presentation on clinical depression, where I'll be taking the service. There is already quite a collection on the subject. The week after that I'll be given an address on The Contribution of Unitarian-Universalists to Isocracy, where Nigel will be taking the service. Planning ahead I've already written the address, where I blame it all on Jürgen Habermas. As part of the research I feel into a few research holes including a fascinating study on Grant Allen who wanted the Independent Labour Party to be called The Isocratic Party. After that I'd better start attending St. Michael's again, they'll be wondering where I am!
Also last Sunday started an alternate history Twilight 2000 campaign on Sunday, based on extreme results of "successful" version of the 1991 Soviet coup. As someone who spent their adolescence in a period where devastating nuclear was was more of a case of when rather than if it has brought back some interesting research topics, such as the scale of total nuclear war, nuclear winter, electromagnetic pulse, and also give passing consideration (as if it's worthwhile) on what would have happened if not contingent actions were carried out against Y2K. The second edition game system has some serious bugs, indeed significantly worse than the first, however they are not insurmountable. In particular I find that the new initiative system is means that experienced characters are just overwhelming, compared to the old method where Coolness Under Fire allowed for more tactical considerations. As for the "automatic hit, choose location" rule for surprise, well. That's an example of broken game design, and quite terrible that it wasn't picked up in playtesting.
Also last Sunday started an alternate history Twilight 2000 campaign on Sunday, based on extreme results of "successful" version of the 1991 Soviet coup. As someone who spent their adolescence in a period where devastating nuclear was was more of a case of when rather than if it has brought back some interesting research topics, such as the scale of total nuclear war, nuclear winter, electromagnetic pulse, and also give passing consideration (as if it's worthwhile) on what would have happened if not contingent actions were carried out against Y2K. The second edition game system has some serious bugs, indeed significantly worse than the first, however they are not insurmountable. In particular I find that the new initiative system is means that experienced characters are just overwhelming, compared to the old method where Coolness Under Fire allowed for more tactical considerations. As for the "automatic hit, choose location" rule for surprise, well. That's an example of broken game design, and quite terrible that it wasn't picked up in playtesting.