Thursday, February 6, 2025

Regrets

I've been writing a lot more about my Barrett's Raiders Twilight: 2000 campaign lately – partly because the campaign is, after three years of play, on the verge of seeing the characters return to the USA and partly because I now know that readers actually enjoy periodic updates about the games I'm currently refereeing. I'd already been intending to spend more time writing about games other than Dungeons & Dragons, so this is good. There's quite a lot to talk about when it comes to both Twilight: 2000 more generally and my campaign in particular. 

As Barrett's Raiders prepares to enter a new phase, I found myself reflecting back on what's happened so far. By and large, I'm pretty happy with the result. There have been plenty of ups and downs over the years – what campaign doesn't have those? – but, taken as a whole, I feel as if this has been an enjoyable campaign with lots of memorable moments. It's still a long way from House of Worms in terms of longevity, of course. However, according to my usual metric of judging a campaign's success, namely, whether or not players keep showing up week after week, Barrett's Raiders is a winner. 

That said, I do have one significant regret: I didn't have a Session Zero. 

I've never been a big fan of the whole Session Zero concept. My preferred approach, when starting a new campaign, is simply to do a short write-up for all involved, outlining the kind of campaign I hope to run, as well as its framing, and then let the players go off into their separate corners to generate their characters. If they have questions, I'm happy to answer them, but I don't like to guide the process too much, nor do I want the other players to interfere in each others' character creation process (whatever that might be). 

In the case of Barrett's Raiders, I laid out for the players the basic scenario: the characters were all survivors of the US 5th Mechanized Infantry after the disastrous Battle of Kalisz in July 2000. Their ragtag band's initial mission is simply to survive. If they succeed in doing that, they should attempt to make it back to NATO lines and, theoretically, safety. Beyond that, I didn't say much else, leaving everything up to the players' judgment. As I said, I answered any questions the players asked, like "Is it OK if I player a Russian POW?" Otherwise, though, I was pretty hands-off.

My laissez-faire attitude had a couple of unintended consequences. First, the characters consisted of too many sergeants. Aside from Lt. Col. Orlowski, all the other military characters were sergeants of one grade or another. There were no corporals, privates, or specialists. Neither were there any other officers, not even a lieutenant. While it's true that the characters' unit was a haphazard one made up solely of survivors of the 5th, the odds that so many would be sergeants strains credibility. Consequently, the early days of the campaign saw Orlowski musing aloud, "What I wouldn't give for some privates or even a corporal!" Eventually, this weird imbalance was fixed somewhat, with the introduction of secondary characters (more on that in a future post), but it bedeviled the campaign for a while.

The second unintended consequences concerned the expectations of the players. Some of the players had already played an earlier edition of Twilight: 2000. Others were merely familiar with it. Others still were complete neophytes. Furthermore, my own take on the game, though generally in line with GDW's original vision for it, was somewhat idiosyncratic. For me, T2K is a game about both survival and, more importantly, rebuilding. I wasn't interested in refereeing a campaign about nihilistic carnage in post-apocalyptic Europe (or America). No, I wanted the campaign to be about picking up the pieces after the nukes had already fallen. In a weird way, I was interested in a very idealistic campaign in which people came together to put the world back together after madness had shattered it.

Not everyone in the campaign fully understood this and it took time to get that point across. Despite being a game about playing soldiers, I don't bog sessions down with combat. Combat occurs, of course, but it's not the focus of the campaign. I'm fascinated by more human topics, like dealing with other survivors, navigating the politics of post-war Poland, and the toll all of this takes on everyone involved. Because I didn't make this clear enough early on, there have been some sessions where things didn't go as well as I (or the players) might have liked. Fortunately, we're now all on the same page and these misunderstandings rarely occur anymore.

Could these unintended consequences have been avoided with a Session Zero beforehand? Maybe. I don't know. As I said, I've never been a huge fan of Session Zero as a concept. Some of it is just curmudgeonliness on part, but some of it comes from a deeply held belief that good campaigns aren't planned – they just happen. I don't like to put my fingers on the scale, so to speak, preferring to let things evolve naturally. That doesn't always work and perhaps that speaks to the utility of Session Zero. In the case of Barrett's Raiders, I do think the early months of campaign might have gone more smoothly if I'd been clearer about my intentions. Likewise, if the players had generated their characters together, they might have been a more cohesive unit from the start. 

Live and learn!

21 comments:

  1. There's more than one approach to Slot Zero for establishing characters. One of the better ones I've seen is the Explorers Wanted podcast doing a session with each character before they come together - it seems to do a good job of establishing each character and has enough randomness tobadd new elements to the campaign world.

    My best "session zero" experience happened more by accident than anything else - we started doing a scene for one of the characters and it ended up becoming the story of how the characters came together in the first place. Not sure that'd be repeatable, but it was a good start to the campaign.

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    1. Quite a few superhero RPG actual plays do a spotlight "origin story" session for each PC. No reason that can't be applied to other genres, but its a natural fit for capes.

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  2. I've been reading your T2K campaign logs and I just might give the game a go, but with a more modern take base upon this YouTube channel's take on a future WWIII:
    https://youtu.be/z5EiVP-rT14?si=Exi36jyfLuzgHo0c

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    1. That looks like a very compelling scenario for a future world war. For myself, I prefer the alternate past aspect of T2K. That's probably because I'm old and still have "fond" (is that the word?) memories of the Cold War era.

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    2. you're using the 4th ed rules, correct?

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  3. Might have been good to start everone off mostly as privates, with a sergeant and a corporal in command.

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  4. I played a lot of T2K when I was a kid. As an adult, I’m a veteran who served in an expressly devoted combat unit (3/325 Airborne Battalion Combat Team).
    Many of my childhood friends are also combat vets, as are two of my grown sons. So, having begun a new Free League Twilight Campaign, I think I may have a unique perspective?
    For one, our game probably has a lot more “military realism” than a group of non-vets. For this reason, I’ve decided to go with the 1e setting, while using the FL rules (which I find to simulate real combat in a very realistic manner).
    For two, and more to the point of this post, Yes! I think a Session Zero is essential. A military unit is very different than a bunch of mish-mashed adventurers. They are designed with a chain-of-command in mind, as well as series of roles which are necessary to successfully (a machine gunner, a medic, a sniper, etc).
    Frankly, you’re lucky you didn’t end-up with a bunch of officers, or 10 PFC machine gunners….
    It sounds like it’s all worked-out though, so Cheers!
    Btw - what’s SO wrong with some healthy nihilism? It’s the infantryman’s credo!

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    1. not that youre at all obligated but would be very curious to hear more about this.. ."FL rules (which I find to simulate real combat in a very realistic manner)."

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    2. Certain aspects of the rules do, in my opinion, particularly: Suppression and suppressive fired. Which leads me to the manner in which rate of fire and ammunition is expended, especially when using full auto, but even with lighter small arms. It is typical to expend more ammo than might intend when pursuing a hit on an enemy.
      The overwatch rules are realistic. It’s one of the core fundamentals of small unit tactics.
      I think the rate at which hits are scored is pretty realistic, too. In too many games, a skilled shooter is always hitting and unskilled one always missing, and that’s just not how it goes in the organized chaos of a firefight.
      I also feel like the ratio of WIA to KIA is pretty right on (if one were to apply the full rules to NPC riff raff).
      The only “house rule” I’ve felt like I needed to introduce is to apply the negative modifier for terrain (to shooting) per 10m hex fired through, rather than just for the hex the target is in.
      Just my thoughts.

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  5. 2-14 inf here out of drum first go around lots of e4s in our platoon only a few pfcs no pvts and our team leaders all e5. Our sl all 6’s We were def nco heavy coming out of our last deployment when i was in the guard. In our 7 man squad, 5 e5s and 2e4ps our squad leader was a 6.

    In short nco heavy is not an unlikely outcome given the backdrop of t2. -verdugo

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  6. Here's a n experience I had that might be food for thought on this topic. I recently ended a three-year Call of Cthulhu campaign. I never thought of a "session zero", and like yourself, I wrote up a document explaining the campaign, the rules I'd be using (Chaosium BRP - NOT CoC 7), my style, etc. I also sent everyone a pdf copy of the rules and an explanation and details on the few house rules I'd be using. And I provided everyone with a "cheat sheet". Since I was playing with a group of dedicated rpg'ers - two of them old and dear friends and all of them people who had been gaming for 30-40 years, there were a lot of things I assumed didn't need to be discussed. I presented them with a pool of pre-generated characters they could choose from, and use as-is, tweak, or disregard and create their own. I thought I was being very thorough.
    Then the probs began. I had intended to spend the first hour of our first game session on a rules run-through, but everyone insisted they would learn better by just playing. So I caved.
    Only one of the group even bothered to read my introductory write-up, and none of them so much as glanced at the pdf copy of the rules I sent them.
    They struggled to learn the rules in play and then one started complaining about the rules which they couldn't understand because they weren't d20 rules. None of them ever even looked at the cheat sheets.
    This same player continued to complain, constantly and with increasing ire, over the rules, how I ran the game, and CoC itself. Pretty soon we were having one mini-tantrum per session.
    None of them seemed in any way committed to the campaign other than to show up and expect me to entertain them.
    Finally the complaining player decided to have a full-on maxi-tantrum, shouting at me and berating me for long minutes over the scenario, the campaign, the rules, how I ran games, how I wasn't doing my job, etc. BTW - this same person happens to be one of the aforementioned old and dear friends.
    I stayed calm but decided after they'd left that I was not going to continue, and let them all know it was over a short time later.

    I had, I feel, a reasonable set of expectations. That they would learn the basics of the rules. That courtesy and respect would be a given. That if they lost interest in the game they would politely bow out. I was particularly shocked at the tantrums. I would have expected people who've been playing D&D every week for 40 years to have some sense of common table etiquette.
    When I do start another campaign (with different players) - yes I will send out a written intro as before. But our first get-together will be a run-through of the rules to ensure everyone has an understanding of them. And a discussion of acceptable table etiquette. This latter shouldn't be necessary, but I guess it is.

    You can call that a "Session Zero" or you can call that a "Session Dippity-Doo" for all I care. I would suggest getting over your aversion to the concept - yeah, a campaign can "just happen" but there's nothing wrong with putting some parameters on it and making sure, face-to-face, that your players understand what kind of game you're offering, how you're going to play it, and everything else.




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    1. That sounds awful, aycorn -- and demoralizing; and as you say, surprising (in the bad sense). I hope your next campaign launches right and flies smoothly!

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    2. Wow... I've had issues trying to move a group over to a different system, but not quite that bad.

      These days I find it a blessing that I don't have a local gaming group. All my games are on Roll20. If I end one campaign, I recruit players for the next, but have no built in assumption anyone is interested.

      What I then end up with is players who commit to the campaign and system, or they get disenchanted and leave. And I find new players.

      The nature of my campaign starts though is that I don't get a session 0. I have ONE player between two campaigns that was present at the first session.

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    3. I hope your next campaign goes better! That's surprising behavior from someone you've known so long.

      I think some players have the expectation that the GM is there to serve them until they feel like quitting, and can't understand that the GM may be bored with the system or setting and need a switch to keep their creative inspiration going.

      I recently bowed out of a Cyberpunk campaign. I wasn't jiving with the rules or most of the group. No tantrum, just let the GM know offline and quietly fade away.

      The GM is still a player in my game so I don't think there are any hard feelings. 😁

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    4. Let me note that my real point was not to tell my sob-story but rather that I have come to believe that a "Session 0" or something like it is an excellent idea and possibly essential. Just because one prefers older game systems or styles of play doesn't mean one should reject an idea out of hand simply because it's associated with more recent trends - that's throwing out the baby with the bathwater - and (respectfully) I don't think good campaigns "just happen" - that's leaving a lot to chance and not really learning what works and what doesn't - would it not be wise to look at those good campaigns that "just happened" and ask why it happened?

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    5. I agree, and I also love a good Marriage Allegory.

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  7. T2K was one of those games that was always on my shelf but which we never got around to playing. i was the right generation for it. Born in 1968 with siblings in the military and an uncle guarding the Fulda Gap all through the 80s and 90s. Reading your posts are slowly nudging me towards finally dipping my toe in...

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  8. I love this. The session accounts and experiences-shared are wonderful. I will be D&D in blood and bone to the last nail in the box, but I revel in the energy flowing from these other landscapes. Reminds me of those guys that are so so intense and animated about live hockey games.

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  9. A Session Zero works fine and doesn't steal from the campaign just happening; you just nail down the main themes/focus you want, and compare with the player expectations so you're on the same page

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