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TimeLords [Paperback]

Greg Porter (Author), Darrell Midgette (Author)
3.0 out of 5 stars  See all reviews (1 customer review)


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Book Description

February 1990
Time and dimension travel role-playing game

Editorial Reviews

From the Back Cover

TimeLords. Where you can design and play the most challenging character of them all...yourself. The system lets you use your present stats, or any alternate persona you can think of, the character you are, or the one you would like to be. Thrust through unknown time, space and probability, to go home you must learn to control the awesome forces at your disposal.

Incredibly detailed, incredibly accurate, the universal TimeLords system works in any place, time or genre, with full rules on all forms of combat, sections on time and dimension travel, and the ability to adapt to any type of playing or GM'ing style.

Players also have the opportunity to join the Time Patrol, creating characters from the ground up, from any period or background, to act as agents of this elite force. In the Patrol, you can help preserve the present by foiling plots in the past. Or just use the TimeLords system as a base for your fantasy, science- fiction or post-holocaust campaigns. The possibilities are endless.

There is no place you cannot go. Adventure into forever. Be a TimeLord.


Product Details

  • Paperback: 140 pages
  • Publisher: Blacksburg Tactical Research; 2 edition (February 1990)
  • ISBN-10: 0943891108
  • ISBN-13: 978-0943891101
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #4,721,878 in Books (See Top 100 in Books)

 

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Average Customer Review
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1 of 1 people found the following review helpful:
3.0 out of 5 stars The first time travel RPG I knew about, November 5, 2005
This review is from: TimeLords (Paperback)
This is going to sound really bad, and in a way it is. I had seen this book on the shelves of a local hobby store years before I decided to make the purchase. When I finally did, I was glad I had.

One of my favorite things about the explanations of time travel in this RPG, is the explanation that time travel necessarily involves probability travel. This is basically how it is explained that the "Grandfather Paradox" is an unrealistic barrier to time travel.

I also like how the basic game is based on playing you. That's right, I wrote "you". Some stats are determined by various tests (weight lifting, SATs, how often you get sick), while others start with a base of 10 and are adjusted based on certain modifiers.

When it comes to moving around in some sort of shaped field, I have never understood why people choose hexagons. This game sort of makes it make sense, but I think standard - not staggered - squares would be better. It also takes into account not having enough room to use certain weapons properly.

Some of the rules are necessarily complicated, and I think it's a good system.
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