To Challenge Tomorrow

To Challenge Tomorrow is a role-playing game published by Ragnarok Enterprises in 1983.

Description

To Challenge Tomorrow is a universal system for historical, contemporary, or future settings.[1] The rules are general such that they include many possibilities; it is a skill-based system, with skill scores heavily modified by a character's basic statistics.[1] The set consists of three books: "Past, Present & Future SF & Historical Rules" (32 pages), with rules for character creation, skills, psychic skills, and combat; "Worlds of Adventure" (32 pages), which describes 12 time periods, from the 15th century to the 30th; and "Adventures" (20 pages), four miniscenarios.[1]

Publication history

To Challenge Tomorrow was designed by David F. Nalle, and published by Ragnarok Enterprises in 1983 as a digest-sized box containing a 32-page book, a 32-page book, and a 20-page book, and a sample character sheet.[1]

Reception

Jerry Epperson reviewed To Challenge Tomorrow in Ares Magazine Special Edition #2 and commented that "It is best suited to those who are looking for a simple, realistic, and quick RPG system that can expand to the limits of the imagination. It will be a tough act to follow."[2]

William A. Barton reviewed To Challenge Tomorrow in Space Gamer No. 72.[3] Barton commented that "if you can look beyond its production limitations, I think you'll find To Challenge Tomorrow a worthwhile purchase, even if for nothing else than several good gaming concepts."[3]

Reviews

gollark: No, not you.
gollark: > hoping for more people to die and greater economic damage because it would boost your political ideology
gollark: The economic damage is almost certainly better than the increased deaths/sick people which would result from doing less.
gollark: And I'd argue that not knowing exactly what it can do means you should treat it more seriously.
gollark: It's very infectious, mortality rate between, what, 0.2% and 10%, depending (probably only 10% as an upper bound with really overloaded healthcare), and not really any good treatments yet.

References

  1. Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 398. ISBN 0-87975-653-5.
  2. Epperson, Jerry (1983). "Games". Ares Magazine. TSR, Inc. (Special Edition 2): 57-58.
  3. Barton, William A. (Jan–Feb 1985). "Capsule Reviews". Space Gamer. Steve Jackson Games (72): 34.
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