Everytown is a ready-made, highly customizable locale for a Twilight: 2013 Campaign.
As written, the locations of Everytown are purposely named by their function and the NPCs called by their trade or position in the town rather than given names so the GM can easily modify them to reflect the locale and society they choose for their campaign. The intent is to maximize utility for every group playing Twilight: 2013, while retaining a plausible feel of a community of survivors that has survived the Last Year relatively intact.
Everytown is the root and trunk of a tree that, it is hoped, will bear much adventuring fruit for players. The follow-on scenarios connected to Everytown will be branches of that tree, usable on their own if grafted into another campaign, but adding adventure to the Everytown setting.
Everytown - First Contact
First Contact is the first in a series of adventures centered around the Everytown setting for Twilight: 2013.
Opportunities for disaster are abound the first time a group of armed wanderers encounters a population of survivors protecting their resources.
Therein lies adventure that is particular to Twilight 2013, where there isn't a tavern or inn with a welcome sign out front, and no merchant willing to part with his goods for cash. It's all about nerve and driving the hardest bargain possible without getting ripped off. If negotiations go sideways for the player characters, gun play may occur. This can end badly in many ways.
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