When You Say, “Thermonuclear War,” I Think You Mean “the Call to Adventure”! The <i>Twilight: 2000</i> Tabletop Role-Playing Game and the Postapocalyptic World’s Imaginary Spaces

Abstract Historians of the Cold War and the nuclear age have largely overlooked the existence of tabletop role-playing games (TTRPGs), while films, comics, novels, and television programmes that tackled the challenging imaginary, yet all-too-possible, wastes of a post-nuclear landscape have been abundantly analysed. As cultural products and tools through which to imagine other worlds, TTRPGs offer powerful insights into how, where, and why certain groups thought about the spectre of the nuclear age and how they dealt with this threat by gaming within make-believe postapocalyptic worlds. This article draws together several threads in its analysis of the American-designed and -produced Twilight: 2000 TTRPG’s historical significance. Through analysing Twilight: 2000 as a case study of how a TTRPG functions as a specific nuclear-cultural object in its own right, the article also locates this game as a part of a wider-reaching dystopian fantasy rooted in the massive everyday reality of atomic annihilation. Likewise, the game, its mechanics, setting, and artwork are analysed here as part of a distinctive Cold War culture that permitted participants to derive pleasure and affirmation from fictional “adventures” in the postapocalyptic environment.

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Publication Details

Journal
Journal of American Studies
Published
2025-10-28
DOI
https://doi.org/10.1017/s0021875825000283
Primary Topic
Nuclear Issues and Defense
Type
article
Field-Weighted Citation Impact
0.00
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article

When You Say, “Thermonuclear War,” I Think You Mean “the Call to Adventure”! The Twilight: 2000 Tabletop Role-Playing Game and the Postapocalyptic World’s Imaginary Spaces

Malcolm Craig
Journal of American Studies
Nuclear Issues and Defense
article

When You Say, “Thermonuclear War,” I Think You Mean “the Call to Adventure”! The Twilight: 2000 Tabletop Role-Playing Game and the Postapocalyptic World’s Imaginary Spaces

Malcolm Craig
article en

Abstract

Abstract Historians of the Cold War and the nuclear age have largely overlooked the existence of tabletop role-playing games (TTRPGs), while films, comics, novels, and television programmes that tackled the challenging imaginary, yet all-too-possible, wastes of a post-nuclear landscape have been abundantly analysed. As cultural products and tools through which to imagine other worlds, TTRPGs offer powerful insights into how, where, and why certain groups thought about the spectre of the nuclear age and how they dealt with this threat by gaming within make-believe postapocalyptic worlds. This article draws together several threads in its analysis of the American-designed and -produced Twilight: 2000 TTRPG’s historical significance. Through analysing Twilight: 2000 as a case study of how a TTRPG functions as a specific nuclear-cultural object in its own right, the article also locates this game as a part of a wider-reaching dystopian fantasy rooted in the massive everyday reality of atomic annihilation. Likewise, the game, its mechanics, setting, and artwork are analysed here as part of a distinctive Cold War culture that permitted participants to derive pleasure and affirmation from fictional “adventures” in the postapocalyptic environment.

Journal of American Studies
Liverpool John Moores University (GB)
Openalex Percentile: Top 64%
Nuclear Issues and Defense
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