Armagideon Time

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

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 […]

Second edition rules

November 15th, 2018

I’m not really keen on the self-promotion game, but I feel obligated to inform you that Advanced Death Saves is now available through Comixology. This follow-up to the original Death Saves anthology further explores matters of tragic mortality around the gaming table, and expands the concept beyond the boundaries of the heroic fantasy genre. It […]

Fiend Folio was one of the first Dungeons & Dragons hardcovers I owned, purchased on clearance from Kay-Bee Toys for the whopping sum of three dollars and ninety-five cents. I spent hours upon hours flipping through its gallery of fan-created creatures, sketching my own interpretations, and dropping them into my graph paper dungeons without any […]

From the moment of Warhammer 40k‘s release in 1987, fans speculated whether the miniature-based wargame would be followed by a spin-off along the lines of Warhammer Fantasy Roleplay. While the original Rogue Trader rules did incorporate some rudimentary RPG mechanics, it was first and foremost a wargaming system, as were later skirmish-based side franchises such […]

I went into the second edition of Warhammer Fantasy Roleplay with a truckload of reservations, but ended up genuinely impressed that revised game managed to improve upon the original in almost every regard. So impressed, in fact, that I decided to check out Green Ronin’s other big foray into the fantasy RPG realm — – […]

The first edition of Warhammer Fantasy Roleplay was supported by a decent number of supplements, though the majority of these were campaign scenarios or one-off adventure modules. The few genuine expansions that did get released were odds ‘n’ sods collections of White Dwarf articles, and covered niche topics with limited utility for the game as […]

Publicly embracing a niche fandom means having a dozen people inform you whenever there’s some new development within that fandom. That’s not a complaint. While it can be a little reductive in the sense of “you = thing you consume,” it’s nice to discover folks know and care enough about your nonsense to connect with […]

Ever since my first fumblings with Champions’ third edition rules and TSR Marvel Super Heroes in junior high, I dreamed of discovering a superhero-themed roleplaying system that accurately captured the spirit of the source material. Comprehensive power lists and character creation mechanics, while complex, are the easy part of such games — rack your brain […]

The 2002 PC game Neverwinter Nights was hyped as Bioware’s follow-up to the highly acclaimed Baldur’s Gate II, but the actual product bore little resemblance to its predecessor. Where the Baldur’s Gate (and semi-spinoff Icewind Dale) offered structured role-playing experiences using the Dungeons & Dragons core rules and official settings, Neverwinter Nights was created to […]

I picked up the Bubblegum Crisis and VOTOMS manuals more out of interest in the licensed source material than anything else. I picked up Champions: The New Millennium because it happened to be racked next to those other two games. Okay, maybe there’s a little more to it than that. The third edition of Champions […]

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