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As I will soon by running not one, but two campaigns using Cubicle 7′s Doctor Who: Adventures in Time and Space RPG, I figured it was a good time to go back over my previous cursory glance at the game and fill in some blanks as to what I like most about it.

Character Creation is Stupid-Simple
Nominally, this game is aimed at new roleplayers and kids. That means it has to be simpler. In addition to a variety of pre-generated characters (The Doctor, most companions from the new series, etc.) there are templates (student, musician, UNIT soldier, Torchwood operative, etc). The templates are on character sheets, so all you need to do is write in a name and some background info and you’re ready to go.

But even if you choose to start from scratch, it’s easy. Point-based character creation is one-for-one; if you buy an Attribute at a rating of 3, is costs 3. Buy it at 5, it costs 5. No wacky math. The point pools are small: 24 for Attributes and Traits, 18 for skills. This means building a character is fast, and the math remains easy. The skill list is small, each skill covering broad strokes. The Traits (equating to Feats, Edges, those types of things found in most modern game design) are probably the most complicated thing for new players, and even those lists are small, well-organized, and kind of obvious to pick from once you have a character concept in mind.

It’s Not Dumbed Down
Just because character creation is easy doesn’t mean it’s not flexible. Savvy players will tinker with Traits to maximize their character, and find ways to use the broad definitions of skills. It’s also Doctor Who; you can create a character from any time in history, anywhere in the universe. The rules cover how to create alien player characters, robots, you name it. If you can think of it, you can build it. There’s a lot of creative wiggle room for experienced roleplayers here.

The System is Elegant
Roll 2d6, add the appropriate Attribute and Skill, beat a target number. Attributes/Skill combinations aren’t permanently fused, so you can mix and match whatever seems to suit the situation. And those numbers are straight up, no factored bonuses. If your attribute is a 3, add 3. If it’s a 5, add 5. The more you beat the target number by, the better you do; the more you miss it by, the harder you fail. Novices and kids will keep it simple. Experienced roleplayers will seek to justify Attribute/Skill combinations and work out narrative explanations for the degree of success or failure.

Initiative Suits the Setting
You don’t roll initiative. it’s not based on numbers at all. It’s based on what you do. Talkers go first, then Runners, then Doers (any action other than fighting), then Fighters. Basically, since Doctor Who is pretty non-violent and preaches reason over killing and maiming, it’s likely the player characters won’t be combat types but the villains will. This gives everyone amply time to talk their way out of it, run, or do something tricky and pseudo-scientific before the bad guys get to shoot. In each of those phases, everyone’s assumed to be going simultaneously. I’ll let the players work cooperatively on not talking over each other, but if it really becomes an issue I’ll let them bid Story Points (which I’ll get to in a moment) to go first.

Story Points Give Players Narrative Control
Players start each adventure with a pool of Story Points — 12, in most cases. If you’ve got a nifty and unusual gadget (like, for instance, a TARDIS), your maximum Story Points are reduced. These automatically replenish between adventures, but within an adventure they get refreshed by meeting character goals and doing cool stuff. I know some people who will probably hate how Story Points work in Doctor Who, but it suits the setting. You can use them to improve rolls, each point spent bumping you up a degree of success. Pretty standard. You can use them fro dramatic editing, the number of points spent being relative to the degree of change or the size of the deus ex machina. The most expensive are 11 or more points. Yes, because characters start with 12 points, if they don’t spend them (or refresh them along the way with good roleplaying and such), the lowliest companion can go “all in”, spend all of their story points, and say “and then THIS happens”. There is potential for this to go horribly awry, of course, but I think it’s neat.

It’s not mentioned in the rules, but I think I’ll allow players to be competitive and cooperative with story points. Someone wants to spend points for something to happen, but you don’t like that? Outspend him. Or spend enough to neutralize him. Have a big plan, but not enough points? Other players who agree chip in to make it happen.

Character Advancement is Subjective
Once again, I know players who won’t like this, but I do because it suits the setting. There is no experience point system. An advancement, from increasing an Attribute to learning or improving a skill to gaining a good Trait or losing a bad one is entirely up to the gamemaster. Characters in Doctor Who tend to grow as people, not in terms of statistics. If you spend an adventure working on repairing a robot, the gamemaster might give you a point in that skill. If you’ve spent all your non-adventuring time working out to get buff, you might eventually get a point added to your Strength Attribute. It happens because the player roleplayed it, it was a big part of a story, and because the gamemaster felt it was appropriate.

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Yesterday I received a review copy of the new Doctor Who roleplaying game, Adventures in Time and Space. I haven’t had time to do more than skim over it, but for those of you chomping at the bit to hear more, here’s a quick overview:

The zip file contains multiple PDFs, each of which is a separate booklet or handout. These are:

Gamemaster’s Guide

Player’s Guide (also sold separately)

Adventures Book

Archetype Character Sheet

Blank Character Sheet

Doctor and Companions Character Sheet

Gadgets

Story Points

All I’ve looked through so far is the Gamemaster’s Guide, which has all the rules as well as setting info. Very shiny. High production values, lots of photos. Everything is from the Tennant run, so not even going back one series to Eccelston.

It is point-based character creation, with one pool of points for attributes and traits (advantages, disadvantages, and “powers”), another pool for skills, and a pool for “story points”.

Rules: attribute + skill (+ possible trait) + 2d6 = result. Beat a difficulty assigned by the gamemaster. Your degree of success based on how much you made or missed the difficulty by. You can spend story points to shift degree of success (failure to success, good success to better success, etc). Pretty conventional stuff, system-wise.

The default play option, of course, is for one player to be the Doctor and other players to be Companions. There’s also an option to play a UNIT squad. Not much mention of Torchwood (although Jack is present, as a Companion), as that’s probably a separate license and I’d expect could be released as a separate game.

The Doctor and Companions Character Sheet PDF has The Doctor, Rose, Martha, Donna, Jack, Mickey, Sarah Jane, and K-9, with their Traits printed on the back side of the sheet for easy reference. Archetype Character Sheet PDF has pregenerated characters with names and other vitals left blank, so the player can quickly create their own character; unlike the companions, these do not have th Traits printed on the back, which I think is a fail. The archetypes are Student, Unit Soldier, Torchwood Operative, Scientist/Inventor, Journalist, and Musician. The Blank Character Sheet PDF is just that, completely blank so you can create a character from scratch. I should not that all of these character sheets are in full color and are not printer-friendly at all.

The Gadgets PDF has Gadget cards, with game statistics for things like the Sonic Screwdriver, Psychic Paper, Rose’s “superphone”, Jack’s Vortex Manipulator wristband thingie, and other. There are also blank cards. These are meant to be cut out and given to the player. Full details on the gadgets are in the Gamemaster’s Guide. Again, these are in full color and not printer-friendly.

The Story Points PDF is a sheet of hexagonal chits marked “story point”, which are meant to be cut out and given to players as they’re earned. Again, full color, not printer-friendly.

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TIME LORD (all caps – it says so in the rules) is a free 165-page PDF of the Doctor Who RPG first published in 1996. The first chapter offers a history of the show, not so much a history of the setting but an actual production history of the show from its first airing in the 1960s up to the cancellation of its original run in 1989. This is interesting from a fan-trivia perspective, but not so useful as a game aid. The next section is a detailed history of roleplaying games. The section on the actual universe of Doctor Who is far shorter than either of these and hits only basic points like what a TARDIS is. This whole first part of the book gives me the impression that the person who wrote TIME LORD wasn’t a really big gamer and spend a lot of time researching the wrong sorts of things.

Before it really gets into the rules, there’s a sample solo adventure offers. This does offer one of the best bits of advice I’ve seen in a game. It suggests playing the adventure twice, with different sample characters, to see how it plays differently when you have different abilities. Sadly we have now reached the high point of the game.

Each character has eight Abilities: Strength, Control (which is more like Dexterity), Size, Weight, Move, Knowledge, Determination and Awareness. These are rated 1 to 6. Special Abilities are Skills, are rated 1 to 3, and add to Abilities as appropriate. Your Ability helps determine the target number: the gamemaster assigns a difficulty, and the target is difference. For example, if the character’s Ability (and Special Ability) total is 5, and the Difficulty is 3, the player has to roll and beat a 2. All die rolls are 2d6, one subtracted from another to give a result of 0 to 5. So, for example, a roll of 4 and 6 would be a 2. It’s a whacked-out, convoluted system that really doesn’t seem to serve any sort of purpose other than to avoid making things straight die rolls. The names of the abilities seem more like an exercise in avoiding the obvious, something quite a few late 80s- early 90s games seemed to suffer from.

There are dozens of pages of crunchy combat rules. Ah, the era when all roleplaying games had to have lots and lots of crunchy combat rules, even for a setting like Doctor Who where combat simply is as far from the point as possible. Blargh. i didn’t read it all. It seemed pretty pointless.

Useful bits: Every Doctor up to the 7th is statted out, as are major companions, recurring characters like the Brigadier, and all of the significant aliens and villains such as Daleks and Cybermen. If one put together some sort of conversion chart to adapt these statistics into their system of choice, this could be useful.

Summary: If this game were ever good, and that’s really giving it the benefit of the doubt, it’s now hopelessly dated. The mechanics are clunky and pointless, and there’s really no good underlying advice that would help you run a good Doctor Who game. I continue to look forward to the new Doctor Who RPG that’s due out this year, and hope that it gets things right.

Savage Worlds Conversion
This is quick and rough, meant to be more of a guideline than a hard rule.

Buy Savage Worlds Explorers Edition (S2P10010) continue reading…

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Even the Doctor could eventually run out of time. He was down to his last regeneration, his last life. Long ago, he’d made a decision on how he’d spend it, when it finally came around. A trip down memory lane can be a literal thing for a Time Lord. The Doctor would revisit places that held personal significance to him, drop in on old friends, spend his final days remenciscing, in peace.

With a new Doctor Who RPG being released by Cubicle 7 Entertainment, I’ve been thinking of campaign ideas and what I’d like out of a Doctor Who game. Some of it comes down to fanwank; I’d like to run semi-sequels to some classic adventures, explore “what happens next”. I’d like some cameos by past companions and supporting characters (and allow players to take them as PC’s); “whatever happened to”. I’d want a different Doctor, to eliminate debate over which Doctor to use, and nip any criticism about whether this-or-that action would be “in character” for this-or-that regeneration. To address all of this, I came up with the idea of The Last Doctor.

The Fanwank
To make some of the story ideas I have in mind work requires a little speculation. These ideas necessarily aren’t supported by canon, but they’re not in serious contradiction with it, either. There are three assumptions going in, which I’d have the Last Doctor explain along the way:

1. Why the Doctor doesn’t meet a lot of other Time Lords
The simple answer is, he’s avoiding them. Prior to the Time War and the destruction of Gallifrey, he was officially disapproved of if not an outright outlaw. He didn’t want to deal with other Time Lords either looking down their noses at him or trying to stop him. After the loss of Gallifrey, there are presumably still Time Lords out and about, traveling from Gallifrey’s past into the universe’s future. Knowing that any Time Lord he encounters is destined to die, possibly by his own hand, the Doctor avoids them because it’s too painful to face them.

2. Time Lords can’t see or remember the future of their personal timeline
When the Doctor teams up with his past and future selves, he never seems to remember it clearly. There are a number of deus ex machinas to explain this, and it doesn’t matter which one you use. Time Lords out in the universe post-Time War won’t go to future Gallifrey to discover it’s not there, and they’ll all either somehow avoid hearing about it or forget it when they arrive back in their own “present”, Gallifrey’s past. This is the rough one to make work.

3. You can’t change the past in your personal timeline, but you can change the future
It’s established that you can change things that have already happened in your life, but if you haven’t lived it yet then events can still be changed.

All of this matters for one important reason:

The Twist
The Last Doctor isn’t the Doctor at all. He’s another Time Lord who, in the future, heard about the Time War and the burning of Gallifrey. He heard it from one of the Doctor’s former companions or acquaintances (I haven’t figured out who yet). Posing as a future incarnation of the Doctor, he’s visiting the “past” of the Doctor’s personal timeline and meeting with people who knew the Doctor, gathering information and piecing together what really happened. Because the destruction of the Time Lords is in the future of his personal timeline, he thinks he can stop it.

Along the way, all of the major big bads will be encountered – the Master, Daleks, Cyberman, and so on – from various periods of Doctor Who comtinuity. The player characters will be given clues to who the Last Doctor really is and what he’s up to. And the final Big Bad will be the real Last Doctor, with a Companion Dream Team (I’m thinking Susan, Jo, Sarah Jane, K9, Leela, and Rose — all women and a robot dog, unless players want to play any of those characters), who have to stop the Fake Doctor last he accidentally destroy the universe with his meddling.

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This tabletop roleplaying game campaign is set in the Doctor Two universe, between the time of the 8th and 9th Doctors. Players assume the roles of a TARDIS crew, and can be of nearly any race or species and from any time period, although at least one character must be a Time Lord. The central them of the campaign is the Time War, pitting the characters against the machinizations of the Daleks in a bid for control of the universe.

While it is recommended that player character races be drawn from those seen in the Doctor Who canon, it is not a requirement. New races can easily be created to fill in gaps in the universe. Players should be given rewards (extra build points, hero points, skill points, etc., based on the system used) for tying their character’s back story into the existing universe.

Earth human characters are allowed, but should be handled with care. Historically, the only Time Lord humans have encountered and know about has been the Doctor. Any other Time Lords on Earth, at any period, must take steps to cover their presence so as most to disrupt Earth history or change its role in the scheme of the universe. Removing humans from Earth is not something that should be done without careful consideration.

Multiple Time Lord are allowed as a TARDIS should ideally have a crew of 6 to 8. However, as the Time War claims casualties, members of other races may be taken on as replacements. These allies are typically survivors or refugees from Dalek attacks who are intelligent and advanced enough to be taught the most fundemental and menial functions of TARDIS operations, freeing to Time Lord up for the most complex and important tasks. At no point should members of other races be considered on equal standing with a Time Lord, or allowed any but the most rudimentary access to Time Lord technology and secrets.

Most adventures will involve preventing the Daleks from destroying a world, rescuing survivors, or relocating refugees.

continue reading…

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Here’s the assignment: take any Doctor Who adventure and re-imagine it with a different Doctor and Companion.

Bonus points: if any old (pre-Eccleston) episodes were made with today’s budget and effects and general sensibilities, what would be different?

Me:

The Unquiet Dead, from the new season 1, recast with Tom Baker and Leela. Because really, it’s practically a sequel to The Talons of Weng-Chiang anyway. And we could get some serious action scenes with Leela if it were made today.

The Face of Evil with Christopher Eccleston. I’d keep Tom Baker’s face carved in the mountain. The whole point of this one would be to see Eccleston’s angst at the realization that his earlier incarnation was reponsible for all of this. And the difference in incarnations would explain the lack of realization.

Realistically, this could be a good device to do a “two Doctors” type episode without two Doctors ever meeting. It would also be cool to pick out an old ep with loose ends and write a new op that explored the ramifications of those loose ends.

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This is waaaaaay too neat for words:

Sample results:
Androids of Fear
Child of Doom
Fangs of Night
Fury of Fear
Keepers of Space
Mutants of Madness
Sea of Time
The Doom of the Minds
The Fear Mirror
The Madness of the Child
The Menace of the Runaway
The Night Nemesis
The Tenth Memories
The Unearthly Key

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Once upon a time (1985, to be exact) FASA issued the Doctor Who Role Playing Game. I don’t recall anything of the rules, or much of their non-canonical setting material, but I do remember a short campaign I ran at the time. With my current immersion in the new series on DVD I started knocking around ideas of how I’d run a Who campaign today, based on how I ran one then.

Any campaign has to start with three elements: a Time Lord, a Tardis, and companions. Obviously, the roles of the companions fall to the players. If they all play Time Lords, you lose the flavor. If you allow one player to play a Time Lord, you risk allowing one character to overshadow the others. Making the Time Lord an NPC seemed the best option to me at the time, and still feels the most viable now (although I’d allow one player to assume the roles, depending upon the group I was with). The trick, then, becomes one of not railroading the players and forcing them play second fiddle to the gamemaster’s Mary Sue.

The solution I devised back then, which is one I would gladly repeat, was to get the Time Lord out of the action as quickly as possible to allow the companions to have the spotlight. In the first scene the Time Lord gets knocked unconscious, or is kidnapped. He sends the companions on an errand while he fixes the Tardis, or engages in business that removes him. The companions, exploring a strange new place, get lost and can’t find their way back to the Tardis. Or, simply, the Tardis malfunctions while the Time Lord is repairing it, standing the companions. Note that in all of these scenarios, the Time Lord can conveniently reappear to act as the cavalry if the player characters get in over their heads: he (or she) wakes up, gets free, comes and finds them, and so on. Not a device to be used lightly, but there if the players paint themselves into a corner.

Creating a Time Lord NPC who isn’t a bad Doctor clone is trickier. You want to utilize the resonant tropes — a sort of rogue Time Lord, a malfunctioning Tardis, someone who needs human companions — without repeating them directly. To fill this role I created Zed, and to be terribly American circa 1985 I modelled Zed on Bobcat Goldtwait. I’ll pause now while you groan and wretch, but wait for the character concept and recast to suit your needs. Zed appeared to be a bumbling idiot, Patrick Troughton on crack. A comic relief character, and kind of annoying sometimes, but he had a cool time machine. He seemed to accomplish things more by happy accident than through any sort of plan, although after the fact the players had to wonder whether it was really by design all along. Zed had a Terrible Secret, and was being pursued by an unknown enemy who was out to get that Secret. Over the course of several sessions, the players would get clues and be given the chance to figure it out.

Zed lands in Los Angeles in 1985, L.A. picked at random for a city with story potential. The player characters had to be in L.A. in 1985 at the start of play; I allowed nearly any character concept, human, alien, robot, whatever, so long as the play could explain why they were there at the start of the first session. He sets down there for repairs and to resupply, but gets involved in some local mayhem and meets the player characters, who at the end of the adventure become his companions and travel with him to the next adventure.

The Tardis doesn’t function entirely properly, which Zed chalks up to damage taken in a fracas with his as-yet-unseen arch enemies, a race of deadly aliens who wish to steal the Tardis and exploit its secrets for personal gain. He doesn’t always land exactly when, or where, he wants. It does have a mostly-functioning chameleon circuit, so it can change into things other than a police call box, but it doesn’t always work exactly as planned. This was played to humorous effect, of course, with the Tardis being disguised as everything from a porta-potty at a construction site to a Fotomat booth.

The secret, which my players never figured out, is that Zed’s not really a Time Lord. He was ahuman maintenance technician on a space station from somewhere in the future. He changed light bulbs, unclogged toilets, replaced burned-out circuit boards in the walls (as so many space stations on TV and in movies seem to have circuit boards in the walls that need replacing by lowly jumpsuited technicians), and stuff like that. The Tardis is stolen, and he was going to try to use it to make a quick buck, Biff Tannen style. He had just enough technical knowledge to make it go — it’s not broken at all, he just doesn’t know how to drive. The alien enemy that’s pursuing him are the real Time Lords, trying to get their Tardis back.

Long-term, I’d started to develop a replacement Time Lord in the event Zed was captured and the players didn’t want to go on the run with him. One of the Time Lords who caught Zed would absolve them of any crimes committed as they’d been duped, and offer to take them home to L.A. 1985. Of course, he just had to make this one stop along that way, where something went awry and yet another adventure would being, and something would always come up that would keep them from getting back home…

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