Armagideon Time

Archive for the ‘Role-Playing with the Changes’ category

This past weekend, I found myself acquiring the core rulebooks for not one but two new-to-me fantasy roleplaying games. One was Zweihänder, a game of “grim and perilous adventure” from, well, Grim & Perilous Studios. If that phrase sounds a bit familiar, it’s because the game only nominally qualifies for the “new-to-me” tag. Though the […]

“So what kinds of videogames do you like?” I asked the Kid during one of her weekend stayovers prior to officially moving in with us. “Minecraft. Fortnite. And that game where you’re going to have your head cut off but then a dragon shows up and burns everyone to death.” “That sounds like Skyrim,” I […]

Back and there again

April 25th, 2019

Giddy off the contact nostalgia from the Rules Cyclopedia and frustrated at being unable to locate my original stack of 1st edition rulebooks, I recently embarked on a quest to reassemble the core texts of my earliest Dungeons & Dragons campaigns. It’s still missing Unearthed Arcana and The Best of Dragon III. I’m still debating […]

You can’t roll home again

March 27th, 2019

I concluded the Role Playing With the Changes feature by stating that my days of buying pen-and-paper RPG stuff were well behind me. Because the fates enjoying mocking geeks who make such sweeping, it only took a few weeks before I acquired not one, but two “new” rulebooks. The quotation marks were slapped on either […]

I started this feature after a late summer visit to my grandmother’s house in 2016, where I risked the infernal heat of the attic to take a quick inventory of personal effects I’d left up there. Working on the Death Saves stories had got me to thinking about the contents of the crate of old […]

The second coming of my Warhammer fandom kicked off with the purchase of the second edition WFRP rulebook a couple weeks after our wedding and staggered along until the vicinity of our tenth anniversary. The purchase and frequent browsing of the tabletop RPG rulebook was the backbone of my renewed interest, but it was supplemented […]

After tackling the Inquisition, Rogue Traders, and Space Marine chapters, the folks behind the Warhammer 40k RPG system decided to remove crank to the edgelord dial to 13 with Black Crusade… …a standalone component system in which players could embrace the darker side of an already grimdark franchise by assuming the role of Chaos-touched enemies […]

Space Marine chapters had been one of the main obstacles — alongside Games Workshop’s habitual fickleness — to the creation of a cohesive 40k themed role playing game. The Adeptus Astartes had been the de facto mascots of the franchise, with their original beaky-faced plastic figure kit preceding the original set of tabletop rules. The […]

Even though I picked up most of the official sourcebooks and supplements for the Warhammer Fantasy and Warhammer 40k series of role-playing games released in the past fifteen years or so, I’ve decided to focus on the core titles in this feature. This project has gone on long enough without delaying its impending conclusion any […]

The 1987 Warhammer 40,000: Rogue Trader rules were intended to be a hybrid of small-unit wargaming and pen-and-paper roleplaying, with a heavy focus on improvisation and customization. It was a novel concept, but one which Games Workshop abandoned very early into the franchise’s history. The wargaming aspects rapidly eclipsed the rudimentary RPG elements, which were […]

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