TWILIGHT 2000 |
FIRE has been closely associated with humanity since the dawn of civillization. It is a force of nature which is often seen as destructive, but which also has its positive features. It is required as part of the ecosystem in many parts of the world, it cleans the wilderness of dead organic matter recycling the nutrients and releasing them back into the soil, many plants are dependent on fire for reproduction releasing thier seeds after a fire passes when the forest floor is clear of debris and rich in nutrients. Fire has been used for centures as a tool for heating, cooking and in agriculture. But fire as a destroyer is the form most often recalled, images of Yellowstone and Southern California, nature at its most destructive. Images of Tokyo and Dresden during World war 2, fire as one of humanities oldest and most powerful weapons.
Fire is a powerful force which I feel has long been ignored in game rules, I have written what I believe is a simple method of generating wildfires for use by the players or as a plot device by the referee. Fire is generally seperated into structural fires (buildings) and wildland fire (grass, brush and forest fires). I am beginning with wildfire as I feel it has more use by the players as a weapon or barrier to pursuit and is of more use to the GM as a plot device or backdrop to a scenario. I am also adding a section on fire equipment, fire careers and some generalized of methods of fire control. My intention is not to make Twilight a game about fire but I think it could add a unique experience. My own experience in the field is based around the Western United States and this has influenced me while writing these rules, other areas of the world are different but hopefully I have included a wide enough variety of fuel types to include all of your games.
Structure fire equipment
Fire careers