From the introduction:
Twilight is a self-published role-playing game developed...over the last four years; its intended purpose is to dominate the world and replace all other RPGs for the betterment of gamers everywhere.
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It has frequently been said to me that a universal system cannot do everything. Up until recently, I scoffed at such words. However, after testing out a wide variety of games and scenarios, I have come to the conclusion that Twilight can only simulate realistic ideas.
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In short, Twilight cannot simulate munchkin games.
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Most games will say something like "bend the rules as you see fit," or "common sense takes precedence over the rules in this book," or "Every rule is an optional rule; some are just more optional than others." This shows us all the vast confidence the writers of such games invest in the fruits of their labor. But my game is different, and so to those who use the rules of Twilight I say this: obey or be cast out.
This game is the epitome of playability and common sense, giving all users both simplicity and realism which other games lack. Its procedures are easy to remember, and easy to follow. Consistent failure to utilize a rule properly is indicative of either boredom or mental lassitude. If afflicted with the former, you should be playing a more interesting scenario; if the latter, you are unfit to be called Master.
User summary:
Despite the author's rather grandiose (perhaps tongue-in-cheek) claims, Twilight is a lightweight, standard implementation of character creation and a simple resolution mechanic. Indeed, the self-promotional aspects of the game are much lengthier than the actual game rules.
Characters are defined by six Attributes (Might, Agility, Logic, Insight, Presence, and Charm). Attributes have a numeric value running from 0 to 6. Values are determined by random roll, modified by character sex. Each Attribute has several dependent Skills. Skills are either "umbrella" or "specific" in scope, and they have a numeric value of 1/2 of their related Attribute's value. The Skill, when used, will have a modifier equal to the Attribute plus the Skill values.
Action resolution uses the Attribute or the Attribute + Skill value, modified by +1d10 (bonus die) and then by -1d10 (penalty die). The result (from -9 to 18) is interpreted by the GM (little guidance is provided). A "Critical Success" is scored on a roll of 6 and 1; a "Critical Failure" is scored on a roll of 1 and 6.