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Time Trap (adventure)

Time Trap is a role-playing game adventure published by TSR in 1984 for the Marvel Super Heroes role-playing game.

Time Trap
Cover
PublishersTSR
SystemsMarvel Super Heroes

Plot summary edit

Time Trap is an adventure scenario for the Avengers who will need to use time travel to prevent Earth from being destroyed, and will encounter enemies such as Dragon Man, the Grey Gargoyle, and the Super-Skrull.[1] Time Trap is a seven chapter adventure in which six Avengers must stop the time-travelling Kang the Conqueror who tries to trick them into severly altering their own past. Three chapters are encounters in the past intended to prevent the Avengers becoming a team at all, or at least keep them from surviving the events of their early history history.[2] The remainder of the encounters involve Kang directly where the Avengers can try to stop his plans.[2]

Kang and his own future incarnation Immortus take the Avengers through time to stop a mass nuclear meltdown. The Avengers will need to travel into the past to stop events that would cause the critical critical overload. They will need to fight the Mimic, the Skrulls, Drax the Destroyer, and the Grey Gargoyle before going to the Omega Dimension to retrieve the only weapon that can stop Kang and his meddling with time.[3]

Publication history edit

MH2 Time Trap was written by Bruce Nesmith, with a cover by John Byrne, and was published by TSR, Inc., in 1984 as a 16-page book, a large color map, and an outer folder.[1] This scenario has 16 pages, and is packed with a cover folder containing character details and a double-sided 22"x17" map.[2]

Reception edit

Craig Sheeley reviewed the adventure in The Space Gamer No. 72. Regarding the plot, he said "Sound simple? It isn't: the foes are extremely tough (the Grey Gargoyle alone is a match for all six of the Avengers), the goals are difficult, and no matter how you try, the meddlings of Kang always seem to get worse! Can the world be saved?"[3] Sheeley commented that "Time Trap will be welcomed by Avengers fans. The game stats and profiles of the current Avengers (Captains America and Marvel, Starfox, the Wasp, the Scarlet Witch, and their leader, the Vision) are valuable to those who didn't buy the TSR release Avengers Assembled. The large map is a real prize, too, adding a wilderness battleground to the game, as well as maps of the fortress in the Omega Dimension and the fabled Avengers' mansion! Most of all, gamemasters with players who are continually altering adventures through unforeseen actions will like Time Trap: It is so thoroughly laid out that there is practically nothing players can do to disrupt the adventure flow."[3] He continued: "However, this iron control is the biggest problem in Time Trap. As in an earlier MSH release, Breeder Bombs, the players are led around by their noses. In Time Trap, they are teleported through time from place to place by the gamemaster, with no choice in the matter. The only thing they players can do is fight! A far cry from the adventure included in the Marvel Super Heroes game, where the heroes did a little detective work. I have yet to see a MSH adventure where the heroes get to do some thinking; TSR seems to have a problem with this. Another problem, in view of the section in the game on creating your own heroes, is that Time Trap (and Breeder Bombs) will not work well with any group but the Avengers; it is set up for the Avengers, to the exclusion of other possibilities (the X-Men from Breeder Bombs could not be substituted for the Avengers in Time Trap, nor would the Avengers work at all in Breeder Bombs). I doubt that even a different mix of Avengers would work well."[3] Sheeley concluded the review by saying: "If the Avengers are among your favorite groups; if you want a scenario with lots of combat that doesn't require much thought, where nothing can go wrong, no matter what; if, after you think about the problems, you still like an evening of beer-and-pretzels gaming, then Time Trap is a good buy. After all, it is quite reasonably priced."[3]

Marcus L. Rowland reviewed Time Trap for White Dwarf #62, rating it 6/10 overall.[2] He commented that "Players and referees with extensive knowledge of the Aventers' history will have a considerable advantage in this adventure."[2] Rowland reviewed the adventures The Breeder Bombs, Time Trap, and Murderworld! together, and declared that "All three adventures work reasonably well, but stress combat above role-play or campaign development. None give any opportunity for the characters to use their secret identities (an important feature of the game rules), all are extremely violent."[2]

References edit

  1. ^ a b Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 52. ISBN 0-87975-653-5.
  2. ^ a b c d e f Rowland, Marcus L. (February 1985). "Open Box". White Dwarf (62). Games Workshop: 10–11.
  3. ^ a b c d e Sheeley, Craig (January–February 1985). "Capsule Reviews". The Space Gamer (72). Steve Jackson Games: 44–45.

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Time Trap is a role playing game adventure published by TSR in 1984 for the Marvel Super Heroes role playing game Time TrapCoverPublishersTSRSystemsMarvel Super Heroes Contents 1 Plot summary 2 Publication history 3 Reception 4 ReferencesPlot summary editTime Trap is an adventure scenario for the Avengers who will need to use time travel to prevent Earth from being destroyed and will encounter enemies such as Dragon Man the Grey Gargoyle and the Super Skrull 1 Time Trap is a seven chapter adventure in which six Avengers must stop the time travelling Kang the Conqueror who tries to trick them into severly altering their own past Three chapters are encounters in the past intended to prevent the Avengers becoming a team at all or at least keep them from surviving the events of their early history history 2 The remainder of the encounters involve Kang directly where the Avengers can try to stop his plans 2 Kang and his own future incarnation Immortus take the Avengers through time to stop a mass nuclear meltdown The Avengers will need to travel into the past to stop events that would cause the critical critical overload They will need to fight the Mimic the Skrulls Drax the Destroyer and the Grey Gargoyle before going to the Omega Dimension to retrieve the only weapon that can stop Kang and his meddling with time 3 Publication history editMH2 Time Trap was written by Bruce Nesmith with a cover by John Byrne and was published by TSR Inc in 1984 as a 16 page book a large color map and an outer folder 1 This scenario has 16 pages and is packed with a cover folder containing character details and a double sided 22 x17 map 2 Reception editCraig Sheeley reviewed the adventure in The Space Gamer No 72 Regarding the plot he said Sound simple It isn t the foes are extremely tough the Grey Gargoyle alone is a match for all six of the Avengers the goals are difficult and no matter how you try the meddlings of Kang always seem to get worse Can the world be saved 3 Sheeley commented that Time Trap will be welcomed by Avengers fans The game stats and profiles of the current Avengers Captains America and Marvel Starfox the Wasp the Scarlet Witch and their leader the Vision are valuable to those who didn t buy the TSR release Avengers Assembled The large map is a real prize too adding a wilderness battleground to the game as well as maps of the fortress in the Omega Dimension and the fabled Avengers mansion Most of all gamemasters with players who are continually altering adventures through unforeseen actions will like Time Trap It is so thoroughly laid out that there is practically nothing players can do to disrupt the adventure flow 3 He continued However this iron control is the biggest problem in Time Trap As in an earlier MSH release Breeder Bombs the players are led around by their noses In Time Trap they are teleported through time from place to place by the gamemaster with no choice in the matter The only thing they players can do is fight A far cry from the adventure included in the Marvel Super Heroes game where the heroes did a little detective work I have yet to see a MSH adventure where the heroes get to do some thinking TSR seems to have a problem with this Another problem in view of the section in the game on creating your own heroes is that Time Trap and Breeder Bombs will not work well with any group but the Avengers it is set up for the Avengers to the exclusion of other possibilities the X Men from Breeder Bombs could not be substituted for the Avengers in Time Trap nor would the Avengers work at all in Breeder Bombs I doubt that even a different mix of Avengers would work well 3 Sheeley concluded the review by saying If the Avengers are among your favorite groups if you want a scenario with lots of combat that doesn t require much thought where nothing can go wrong no matter what if after you think about the problems you still like an evening of beer and pretzels gaming then Time Trap is a good buy After all it is quite reasonably priced 3 Marcus L Rowland reviewed Time Trap for White Dwarf 62 rating it 6 10 overall 2 He commented that Players and referees with extensive knowledge of the Aventers history will have a considerable advantage in this adventure 2 Rowland reviewed the adventures The Breeder Bombs Time Trap and Murderworld together and declared that All three adventures work reasonably well but stress combat above role play or campaign development None give any opportunity for the characters to use their secret identities an important feature of the game rules all are extremely violent 2 References edit a b Schick Lawrence 1991 Heroic Worlds A History and Guide to Role Playing Games Prometheus Books p 52 ISBN 0 87975 653 5 a b c d e f Rowland Marcus L February 1985 Open Box White Dwarf 62 Games Workshop 10 11 a b c d e Sheeley Craig January February 1985 Capsule Reviews The Space Gamer 72 Steve Jackson Games 44 45 Retrieved from https en wikipedia org w index php title Time Trap adventure amp oldid 1214432182, wikipedia, wiki, book, books, library,

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