151:. Roslton admired the simplification of the rules system, and the ambitious nature of a game that attempted to cover all of past and future time. However, he sometimes found the humorous tone in the rulebook "is often irritatingly cute and self-indulgent, and the rules of play themselves are difficult to read and reference because of the idiosyncratic style." Rolston thought the first scenario, "Murder at the End of Time", to be "pretty silly", but found the third scenario set in wartime Berlin to be "the most detailed and credible", although he faulted writer Herbie Brennan for not including a bibliography of references about wartime Berlin that a gamesmaster could use to flesh out the scant details provided. Rolston concluded by recommending the game, saying, "First, it is a distinctive example of simpler, rather than more complex, FRP game mechanics. Second, the central idea of the game, time travel, is marvelously fertile soil for FRP gaming, and this is the first game to attempt to cultivate it. Finally, I believe this game may be more accessible to those not already addicted to games."
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was very disappointed in this game, calling it "more of an outline than a fully developed game ... the game mechanics are woefully underdeveloped." Although Swan did not object to the idea of using the players as their own characters, he noted that "there aren't any comprehensible instructions for
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doing so." He also commented that "The game's conception of time travel is never made clear. Can past events be changed, or are they unalterable?" Swan concluded by giving this game a dismal rating of only 1 out of 4, saying, "Who cares? Skip it."
160:(Issue No. 70) William A. Barton found the rules badly organized, and not enough historical material included. "As much as I enjoy time travel and would like to role-play such journeys into the past and future, I can hardly recommend
64:, players role-play themselves as they are teleported by a powerful ritual in an ancient scroll into the past or the future. At a time when role-playing game systems were becoming increasingly complex,
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is a time-travel role-playing system with very general rules. Unlike other roleplaying games where the players create fictional characters, in
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was an attempt to simplify and streamline the rules. The entire rules system takes jup only ten pages in a 48-page booklet.
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of work rewriting and making up rules, you're best off waiting for someone else to take a shot at a time travel RPG."
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99:"Assassinate the Fuhrer.": The players are transported to Berlin in April 1945, and must locate the
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in 1983 in which the players role-play themselves as time-travellers.
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Barton, William A. (July–August 1984). "Featured Review: Timeship".
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82:"Murder at the End of Time": The players encounter simulacra of
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92:"Destruction of Gomorrah": The players are transported to
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Heroic Worlds: A History and Guide to Role-Playing Games
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Heroic Worlds: A History and Guide to Role-Playing Games
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276:(December 1983). "A really time-consuming game".
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305:. New York: St. Martin's Press. p. 214.
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379:Yaquinto Publications games
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282:. No. 80. p. 60.
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320:. Mongoose Publishing.
318:Designers & Dragons
211:#33 (March/April, 1984)
88:Little Red Riding Hood
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351:: 20–22.
299:(1990).
237:(1991).
187:Timeship
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149:Timeship
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94:Gomorrah
66:Timeship
62:Timeship
58:Timeship
42:Timeship
84:Dracula
347:(70).
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279:Dragon
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105:where
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