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 Post subject: First Look: Doctor Who - Adventures in Time and Space
PostPosted: Fri Jan 29, 2010 2:39 am 
Costello
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(Although I'm not much of a gamer anymore, I'm still an active collector, and have recently added the new Doctor Who game to the Library. I welcome your comments on this - I used to do reviews for a local fanzine back in my player days, but that was a while back. This is wordier than I would have liked, and by a wide margin, so feel free to tell me where you might feel that it's rambled. Thanks!)

Doctor Who - Adventures in Time and Space is the third roleplaying game to be set in the Doctor Who universe, and the first after the revival of the series (that I am aware of). It's a glossy, full-color production, comprised of a pair of rulebooks (one for the players and one for the gamemaster) and some supplemental materials, including dice, all contained in a nice (but perhaps somewhat smallish) box.

The standard conceit of the game is that the players will be portraying the Doctor and some number of companions, although it's not required that you use this exact setup, as some other options, such as a group of UNIT soldiers, are given. Character sheets or given for the ninth Doctor and a number of companions, including Sarah Jane Smith, K9 (likely making them the only characters to appear in all three games), Rose, Captain Jack, Mickey and a few others. You're also given a number of character templates, with some of the basics filled in, listed by profession, such as Medical Doctor, UNIT soldier or Journalist. Or, if you'd rather, the players and/or GM can create new characters using the simple system given in the rules.

Put simply, characters are defined by their scores in six Attributes and a dozen Skills, and perhaps rounded out with a handful of Traits. Experienced gamers should have no trouble understanding the roles of the various Attributes, and the Skills are also fairly self-explanatory. Given the fact that there are only twelve of them, they are also very broad, and players are encouraged to use optional Areas of Expertise as a way of differentiating their characters, as well as tailoring them to their backgrounds. The Traits are the wild cards, and their purpose is to set the characters apart, both from each other, and the common denizens of the game's settings. Traits may be Good or Bad, and range from Minor, to Major to Special. While Minor Traits are often simple things, like being Attractive, having "Resourceful Pockets" or having a Phobia, the Special Traits can get into the realm of low-level superpowers, including being Immortal or being able to travel the Vortex unaided.

The game's basic mechanic is a simple one, expressed as: roll 2d6 and add in the relevant Attribute + relevant Skill + any modifier from a relevant Trait, and try to equal or exceed the Difficulty of the given Task, which will generally be a number from 3 to 30. Of course, the higher the Difficulty, the more challenging the Task, and at the upper end of the scale are some pretty impressive and improbable feats. Like most games, Doctor Who has a somewhat more detailed system for combat than it does for doing other things, but it's also pretty simple and straightforward. One nice touch is the phase system in which characters act depending on what action they're taking - Talking comes first, followed by Moving, Doing and finally Fighting, giving characters a good chance to pre-empt combat, and putting insistent gun-bunnies at something of a disadvantage. But this being Doctor Who, the Fight Club mentality that pervades many games is clearly frowned upon, so it's expected that the combat rules won't get much of a workout. In cases where relying on chance isn't going to cut it, or the players need a little divine intervention to help them puzzle things out, Doctor Who has Story Points, which players may spend to help things along, or lessen the effects of mishaps or malicious dice. They also allow players to exert some level of authorship over the game, bending events to aid them or simply for dramatic effect. It's worth noting that Story Points are "owned" by the players, rather than the characters - so a player may retire a character and simply roll their Story Points over into their replacement.

Again, this being Doctor Who, it's not really about stuff, so there isn't much in the way of gear for the player characters to lug around. They're assumed to start with a certain amount of general Equipment appropriate to their professions and home settings. Gadgets, on the other hand, are the cool signature bits of tech that characters don't leave home without. They have Traits of their own, and therefore may be able to add to a character's dice rolls under the proper circumstances. The down side is that the reduce a player's Story Point pool.

Of course, the game isn't all mechanics - it also includes a brief overview of the universe of Doctor Who and some of its denizens. It presupposes that one is quite familiar with the current Doctor Who series, and therefore is focused more on presenting things in mechanical terms rather than presenting detailed background information, although it does list other materials for gamemasters to use to familiarize themselves with the show's background and settings.

Wrapping up, the game presents a pair of fleshed-out adventures for beginners, and a number of adventure seeds that gamemasters can nurture into full-fledged scenarios.

Overall, the game is simple enough that novice players should have little difficulty with it. Whether it presents enough options for hardcore old-timers to be fully satisfied with depends on the type of gamer in question. But overall, Doctor Who, as might be expected for a game based on a rather eccentric British television show, is more about storytelling than working out just the right die modifiers to stop the Daleks in their tracks. The rather conventional design of the mechanics is something of a pity, as a system more specifically designed to support a "drama-first" style of play would likely make it easier to tame players who bring in munchkin tendencies from other systems. Given the overall aversion of the setting to combat, it seems odd to, like most games, make fighting the single most detailed part of the system. The game spends a fair bit of page space dealing with the question of "Who plays the Doctor?" which is going to be of some importance. The Doctor, as a player character, has a somewhat privileged position vis-a-vis the other characters, not only because of an overall superiority in statistics, but because the Doctor tends to be quite a bit more knowledgeable about the universe as a whole than the other characters would be expected to be.

The overall presentation of the game is rather nice - full color, and liberally illustrated with stills from the show. But this comes at a price. 59.99 USD to be precise, which seems rather steep. But for the money, the game comes with a short How to Play pamphlet that does can be used to give new players the basics they need to know, a Player's Guide, a Gamemaster's Guide, an Adventure Book, character sheets (for series characters, generic characters and some blanks), a series of Gadget cards (with blanks), a significant number of Story Point tokens, and 6d6. The Story Point tokens were something of a pain, as they were very well perforated, and once I took them out of the box, they weren't going back in as a single sheet again, and once I'd put them all in a plastic bag, it wouldn't lie flat enough to close the box. (Giving the box a little more volume to accommodate this would have been nice.)

If you're into Old-School Doctoring, you're going to be at a bit of a loss for starters. The game assumes that you're playing in the timeframe of the Ninth Doctor, and doesn't have much in the way of immediate support for anything outside of that timeframe. But if you have one of the older games, I don't think that it would be too difficult to work up a conversion.

Not having had the chance to actually play it yet, or go into a detailed analysis of the mechanics and systems, I'm going to hold off on actually making a recommendation one way or the other. But I will say that it looks quite good, although it is somewhat spendy.

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 Post subject: And oh, yes...
PostPosted: Fri Jan 29, 2010 2:45 am 
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If you have any questions, feel free to ask. I'll be happy to answer them.

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 Post subject: Re: First Look: Doctor Who - Adventures in Time and Space
PostPosted: Sat Aug 21, 2010 12:27 am 
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I've been thinking about starting a Doctor Who game. I was debating whether to invest in the new official system, or hunt up either of the older systems. FASA's rules are long out of print, but the Timelord rules are legally available online.

I kind of like Timelord, but I must admit the presentation in that PDF is kind of lacking.

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 Post subject: Re: First Look: Doctor Who - Adventures in Time and Space
PostPosted: Sat Aug 21, 2010 10:56 pm 
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Caveat: I haven't played the FASA game since the late 1980's so I might be misremembering things. And my copy is packed away deep in the boxed games section, and I'm not about to dig it out.

I'd recommend either the new game or Timelord; I didn't care for FASA's Doctor Who game much. The character generation system produced overpowered munchkins - it was possible for a generic companion to have better stats that a Timelord. And some basic omissions were made (if I remember correctly, there were rules for reloading weapons, but no mention was ever made of ammunition capacities for anything).

Another aspect of the FASA game is that they created the Celestial Intervention Agency, which were a bunch of Timelords that ran around fixing things. As far as I was concerned, it was a six of one, half a dozen of the other deal - it allowed you to play in the universe without needing to worry about the Doctor and the canon companions directly, but if you don't want to go that route, you don't have to.

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 Post subject: Re: First Look: Doctor Who - Adventures in Time and Space
PostPosted: Sun Aug 22, 2010 8:16 pm 
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Well, the CIA was first mentioned in The Deadly Assassin so it is cannon, as much as that counts in the Who universe.

I'll either use Time Lord, or I might end up using Mini Six, a rather bare bones D6 system.

In terms of game world setup, I thought I'd go with the idea that following the Last Great Time War, the multiverse was fractured. There are all these other universes out there, but they are nearly impossible to reach. Some Time Lords are still out there, both good and bad, along with all the Time Agency of Captain Jack's future, and who knows what else.

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 Post subject: Re: First Look: Doctor Who - Adventures in Time and Space
PostPosted: Mon Aug 23, 2010 6:56 am 
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When I used to play and run Doctor Who, it was the FASA one. I hated the idea that "Time Lord" only had rules for the Doctor, TV companions of "make yourself a companion!". Might have switched over otherwise, because the FASA system really sucked. But I was used to it and we all had our own Time Lords and companions and we liked it that way.

I'm curious and interested in the new game (for conversion purposes), but haven't got the loose cash to spend on it, the gaming group or time to spare playing it. So it remains a theoretical fantasy.

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 Post subject: Re: First Look: Doctor Who - Adventures in Time and Space
PostPosted: Mon Aug 23, 2010 11:05 pm 
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Yeah, Time Lord did have it's limitations, especially in it's character creation system.

Beholder King wrote:
I'm curious and interested in the new game (for conversion purposes), but haven't got the loose cash to spend on it, the gaming group or time to spare playing it. So it remains a theoretical fantasy


I'm in the same boat, that's the main reason I was looking at Time Lord, since it wouldn't involve putting out $40 on a manual.

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 Post subject: Re: First Look: Doctor Who - Adventures in Time and Space
PostPosted: Mon Aug 23, 2010 11:06 pm 
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Jay042 wrote:
Well, the CIA was first mentioned in The Deadly Assassin so it is cannon, as much as that counts in the Who universe.

Really? I wasn't hip to that. Thanks for cluing me in. I thought that the FASA guys had made it up out of whole cloth.
Beholder King wrote:
I'm curious and interested in the new game (for conversion purposes), but haven't got the loose cash to spend on it [...]

I'd lend you mine, but your place is a bit of a drive, sadly...

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 Post subject: Re: First Look: Doctor Who - Adventures in Time and Space
PostPosted: Mon Aug 23, 2010 11:31 pm 
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Beholder King wrote:
I hated the idea that "Time Lord" only had rules for the Doctor, TV companions of "make yourself a companion!"

I'm afraid that Adventures in Time and Space does the same. And it also presumes that Companions will be everyday Earthlings (or close enough that you couldn't tell). The 10th doctor is statted out (I know I said 9th above - sorry - I find it hard to keep the order straight once we get past Tom Baker.), but there are no guidelines for creating other Timelords. Adventures in Time and Space does, in some ways, read like a follow-on to TimeLord. Well, to the degree that I remember Timelord, anyway.

Take the ability to scream, for instance:

Timelord
"Screaming [Awareness]
Screaming is the ability to make a noise that can be heard through miles of catacombs, tunnels or ventilation shafts. Its main purpose is to alert the Doctor that one of his companions is in distress, but original uses of this ability shouldn’t be discounted: [...]"

Adventures in Time and Space
"Screamer [Minor Good Trait]
[...] They've been known to scream in the face of terror on many occasion (sic) and this ear splitting scream will penetrate miles of corridor to alert others to their location and the threat."

This one jumped out at me, since one of the things that stuck in my head about Timelord was the inclusion of Screaming as a skill, but I wouldn't be surprised to find others.

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 Post subject: Re: First Look: Doctor Who - Adventures in Time and Space
PostPosted: Sun Jan 30, 2011 11:15 pm 
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Sorry to res this thread.

I agree that rules for creating Time Lords would be good but otherwise I've been very impressed with the new Doctor Who game.

I recently got the Aliens and Creatures boxed set and, though I haven't read it completely through yet, I've been impressed. I've especially enjoyed that they have kept the old-school DW creatuers (especially the cybermen) and included information on them as well as the newer parallel-dimenion cybermen.

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 Post subject: Re: First Look: Doctor Who - Adventures in Time and Space
PostPosted: Sun Feb 06, 2011 1:51 am 
Costello
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No problem. There's no law that says a sleeping thread must sleep forever.

The one thing that kind of gets me about not having rules to create Timelords is what happens if the Doctor dies during play? For those of us veterans, it's not much of a problem - you can simply swap around skills here and there, shuffle some stat points, and hey presto, your back in business.

I suspect that the answer to that is that you'd have to go out of your way to actually kill characters in this game, so it might not ever even come up.

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 Post subject: Re: First Look: Doctor Who - Adventures in Time and Space
PostPosted: Sun Feb 06, 2011 9:55 am 
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Lyger wrote:
No problem. There's no law that says a sleeping thread must sleep forever.

The one thing that kind of gets me about not having rules to create Timelords is what happens if the Doctor dies during play? For those of us veterans, it's not much of a problem - you can simply swap around skills here and there, shuffle some stat points, and hey presto, your back in business.

I suspect that the answer to that is that you'd have to go out of your way to actually kill characters in this game, so it might not ever even come up.


You may be right. Killing off the Doctor or even a major companion would be highly out of the scripting formula for the series. And 'killing off' the Doctor' would be a difficult thing requiring very specific set of circumstances. How many times has he died in the series?
In our games if we actually allowed a PC to actually DIE in a story, we were always ready for a follow up story to fix it if necessary. (Time Lord goes back again to fix the scenario or we find out that point has been fiddled with by an enemy, etc.) And then, of course, there's simple regeneration. Which is okay as far as an RPG is concerned, but if you're hoping to be able to insert your story within series canon, it throws everything off.
Not a problem with your own original Time Lord characters to play with.
Now granted the Doctor is supposed to be the LAST of the Time Lords in the new series, so there's no real reason to make a new Time Lord character if you're playing in that specific era. And that might be all they're licensed to provide.

But where's the fun in that? If that's how you want to play, save yourself a buttload of cash. Join a PBeM and write interactive fanfics.

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 Post subject: Re: First Look: Doctor Who - Adventures in Time and Space
PostPosted: Sun Feb 06, 2011 11:54 pm 
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Well, it is worth keeping in mind that Adventures in Time and Space is written around David Tenant as the Doctor. Now... if I remember correctly, something happened to him...

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 Post subject: Re: First Look: Doctor Who - Adventures in Time and Space
PostPosted: Mon Feb 07, 2011 8:23 am 
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Lyger wrote:
Well, it is worth keeping in mind that Adventures in Time and Space is written around David Tenant as the Doctor. Now... if I remember correctly, something happened to him...


Well yes. But you couldn't play that in a game, could you? Not if you're trying to play alongside the series. Now if you decided to stop at one point in the show somewhere and jump off to make your own continuity and hang the show, then you're okay. You can pick up, ditch and kill off main characters with gay abandon.

Having a game world as large and varied as the entire Doctor Who series but only being able to play a certain point of one incarnation is a bit like having a car that you're only allowed to make backward left turns with.

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 Post subject: Re: First Look: Doctor Who - Adventures in Time and Space
PostPosted: Tue Feb 08, 2011 1:30 am 
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Beholder King wrote:
Having a game world as large and varied as the entire Doctor Who series but only being able to play a certain point of one incarnation is a bit like having a car that you're only allowed to make backward left turns with.

True, true, which is really the miss of having no rules for new Timelords, whether they be campaign-specific regenerations of The Doctor, or other survivors. (After all, I find it a bit difficult to believe that you'd ever manage to get the entirety of an intelligent species that can travel through space and time in the same place all at once, no matter how dire the situation might be.)

But it doesn't seem like they're in a hurry to remedy that. There were rumors that an Eccelston (Did I spell that right?) expansion was in the pipeline, but I haven't actually checked to find out.

I don't really have time to play anytime soon, but I have an idea for a campaign that does away with the need to closely follow Doctor Who canon, if I ever get it rolling. But then again, I've been doing this long enough (gads, I'm old) that I don't need the writers to tell me how to construct a workable Timelord.

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