The last six months of 1989 marked the beginning of the end of Communism in Eastern Europe and, with it, the Cold War. Between June, when Solidarity won Poland's first semi-free elections in decades and the execution of Nicolae Ceaușescu in late December – not to mention the fall of the Berlin Wall on November 9 – the world that had existed since 1945 unraveled in real time. These momentous events ushered in what U.S. president George H.W. Bush optimistically dubbed the “new world order.” For a time, many breathed a sigh of relief.
At Game Designers’ Workshop in Bloomington, Illinois, though, the end of the Cold War created a creative dilemma. Their military RPG Twilight: 2000 was built on a dark, alternate history premise: détente had failed, nuclear war had erupted, and civilization lay in ruins. Now that reality had taken a different path, that premise was suddenly obsolete. Line developer Loren Wiseman didn’t throw in the towel but instead adapted.
Merc: 2000, released in 1990, was his answer.
Rather than pivot away from military adventure, Merc: 2000 reimagined a world where the Cold War ends more or less peacefully, as it had in reality, but the peace is shallow. The Soviet Union lingers in a diminished state, the Third World seethes with brushfire wars, and the major powers, unwilling to commit their own troops, outsource dirty work to deniable assets. Enter the player characters as mercenaries for hire, plying their trade in a world where “peace” is just another illusion and every war is someone's business opportunity.
In hindsight, Merc: 2000 reads as much as a nervous exhalation from a culture suddenly unsure of who the enemy is as a RPG supplement. To varying degrees, it captures the jittery uncertainty of the early ’90s, when ideology faded but the machinery of conflict kept humming. If Twilight: 2000 was a fever dream of what might have been, Merc: 2000 was a grim-eyed projection of what was coming.
And it wasn’t wrong.
The setting anticipates the rise of private military contractors, the shadow wars of the post-9/11 era, and the morally murky interventions of the ’90s, such as Somalia, the Balkans, and the Persian Gulf, among too many others. It imagines a world of porous borders, covert missions, and soldiers who work for paychecks, not flags. Its tone of weary professionalism, competence without cause, sets it apart from the more operatic tone of Twilight: 2000. In some ways, I'd go so far as to say it's aged better.
That said, Merc: 2000 isn't a standalone game. It builds directly on Twilight: 2000's second edition, also released in 1990, and inherits both its strengths and its spiky complexity: crunchy mechanics, detailed equipment lists, and an emphasis on logistics, firearms, and realism. If you liked T2K’s obsessive attention to detail, you’ll find plenty to enjoy here. If not, Merc probably won’t change your mind.
What distinguishes it is scope. Where Twilight: 2000 offered survival in a wrecked Europe (and, later, America), Merc: 2000 gives you the world. Campaigns can explore corporate espionage, peacekeeping gone wrong, proxy wars, failed states, and morally ambiguous black ops. It opens the door to adventures that blend military action with politics, ideology, and personal cost, offering a sandbox of plausible deniability and ethical compromise.
From today’s perspective, what stands out most is how little Merc: 2000 glamorizes its subject. There are no grand causes, just contracts. No crusades, only jobs. In that, it feels oddly prophetic. It foresaw a world where war became a business and soldiers became freelancers in the global gig economy of violence.
Unlike Twilight: 2000, which I played quite a bit, I never had the chance to run Merc: 2000 back in the day. By the time it came out, I’d already drifted away from T2K, thinking the real world had outpaced it. Ironically, as my Barrett’s Raiders campaign heads back to the USA, I realize how much of Merc: 2000 has seeped into my imagination after all, particularly in the types of missions, the tone, and the sense of purpose frayed by compromise that now animate that campaign.
Though I generally love the idea of Merc 2000 as a modern action-adventure game, I think that its weakness compared to T2K is the difficulty of doing long-form campaigns with extended narratives. It seems much better suited to a series of disconnected short scenarios. Of course, it might better suit an "open table" set-up where the people in the scenario are whoever showed up that session, so that's not necessarily a weakness.
ReplyDeleteThe latter, open-table, model is more or less what I ran in the mid-90s. I created "Big Bob's House of Boom" as a combination hiring hall and gun store, with branches in Las Vegas, Miami, and Manila (ask today about franchise opportunities!).
DeleteFun!
DeleteI've got the Bangkok sourcebook, which I thought was Merc 2000 but is actually Twilight 2000, just because I live here. Keep meaning to do a comparison of the Bangkok of that sourcebook to the Bangkok of now, or then. :-)
ReplyDeleteI picked it up fairly recently, in the last decade or so, with the idea of running a Merc 2000, or possibly GURPS, game based loosely on the anime/manga Black Lagoon, but I later amended the idea to being based in Pattaya in the area around the Bali Hai Pier and Pattaya Walking Street. Places like Nana Plaza, Soi Cowboy, and Patpong are too far from the waterfront for my purposes, unfortunately. Another area that might be good for a "pirate/mercenary" campaign would be Port Moresby in Papua New Guinea, but that starts to get away from the Thai/Indonesian cultural feel I was hoping for. On the other hand, it's maybe got more of the South China sea directly open to it, so who knows?
DeleteI bought Merc2k as soon as it came out, but it was mid-90s before I ever ran a game with it. It was a fun campaign, maybe a year long, using a few of the set-piece encounters in the Merc and SpecOps books. There was a TV show about the same time that was a background inspiration, as well as leftover vibes from "Miami Vice"-- most of our game sessions were Caribbean-centric.
ReplyDeleteI may be an old grognard, but both iterations of the game make me want to go online and find a group to play in. Great review
ReplyDeleteNice review. In confess I know almost nothing about Merc 2000. I played Twilight 2000 a couple of times and had a blast, but this one sounds strangely prophetic indeed.
ReplyDeleteIt didn't "anticipate" much, basically they filed off the serial numbers of back issues of Soldier of Fortune magazine.
ReplyDeleteI’ve been thinking more and more about an Africa campaign, set in the ‘60’s.
ReplyDeleteThere was the old FGU (?) game, Merc, good old Recon, and of course, Merc 2000.
I guess the vibe of colonialism and white Europeans running around Africa in 1965 might be considered “problematic”, but whatevs. It happened, and it sounds like a fun setting for a campaign. Might try to use BRP? Maybe the Free League T2K rules.