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2300 AD is set at the dawn of the 24th century (between 2298 and 2301 depending on the book or supplement). At the end of the 20th century, a limited nuclear exchange took place between the United States, China, the U.S.S.R. and other nuclear powers. (This is the same "Twilight War" that is depicted in the role-playing game Twilight: 2000, also produced by Game Designer's Workshop.) In the intervening three centuries, mankind has rebuilt and returned to space. A practical means of faster-than-light (FTL) travel has been discovered, leading to the exploration and eventual colonization of interstellar planets. The post-Westphalian nation-state remains dominant, and most space colonies are considered the territories of various nations back on Earth. This fin de siècle society is analogous to

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  • 2300AD
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  • 2300 AD is set at the dawn of the 24th century (between 2298 and 2301 depending on the book or supplement). At the end of the 20th century, a limited nuclear exchange took place between the United States, China, the U.S.S.R. and other nuclear powers. (This is the same "Twilight War" that is depicted in the role-playing game Twilight: 2000, also produced by Game Designer's Workshop.) In the intervening three centuries, mankind has rebuilt and returned to space. A practical means of faster-than-light (FTL) travel has been discovered, leading to the exploration and eventual colonization of interstellar planets. The post-Westphalian nation-state remains dominant, and most space colonies are considered the territories of various nations back on Earth. This fin de siècle society is analogous to
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abstract
  • 2300 AD is set at the dawn of the 24th century (between 2298 and 2301 depending on the book or supplement). At the end of the 20th century, a limited nuclear exchange took place between the United States, China, the U.S.S.R. and other nuclear powers. (This is the same "Twilight War" that is depicted in the role-playing game Twilight: 2000, also produced by Game Designer's Workshop.) In the intervening three centuries, mankind has rebuilt and returned to space. A practical means of faster-than-light (FTL) travel has been discovered, leading to the exploration and eventual colonization of interstellar planets. The post-Westphalian nation-state remains dominant, and most space colonies are considered the territories of various nations back on Earth. This fin de siècle society is analogous to the European colonial era of the 18th and 19th century (indeed, this seems to have been a great source of inspiration for some of GDW's other games). The dominant power, both on Earth and in space, is the Third French Empire; France escaped the nuclear war relatively unscathed by abandoning its NATO allies at the start of the war, and thus had a head start in the technology race. Competing powers include Great Britain, Manchuria, Germany, and an alliance between United States of America and Australia, all of which control certain extra-solar planets themselves. Mankind has met with several alien species, all of which are decidedly strange and truly alien, from the genetically-engineered Pentapod's to the vicious Kafers (The game writers coined this name based on the German word Käfer for bug, not on the South African insult "kaffir" or its Afrikaans equivalent kaffer.) The Kafers are the most humanoid of the alien species; unfortunately their history and biology means that war between the Kafer and mankind is inevitable; in 2301 the Kafer start an invasion of human space that will be costly to both attackers and defenders and serves as one of the major dramatic events of the game line.
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