(Untitled)

Jan 03, 2010 23:28

We were a couple of guys down on our D&D group tonight so I decided to introduce the others to the new Dr Who RPG. I think it went down well.

Jay played The 10th Doctor, literary_lass played Rose, Eidolon_UK played Mickey and Gary took on the role of Captain Jack. I ran them through a scenario I found online (and had in a games magazine back in the early 1990's). Quite ( Read more... )

dr who, gaming, friends

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karohemd January 4 2010, 02:54:02 UTC
How does a game with such unbalanced PCs work?

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eryx_uk January 4 2010, 10:45:48 UTC
Quite easily. How the system works is really simple and even when you consider that Jack can't die permanently or that the Doctor has greater than human intelligence, it really makes little difference.

All characters have about the same level of skills and attributes. Timelord's are different in that there Ingenuity stat (IQ basically) can be as high as 9 which gives them a boost in intelligence rolls.

The game is modified by story points. Most characters have 12, Time Lords only have 8, and inexperienced companions can have 15, but they have benefits and drawbacks to balance that out. Story points allow bonus dice, can cancel out levels of failure, alter the story ("is there a fire extinguisher in here?") and so on. Story points are the crux mechanic of the game.

Unlike pretty much every RPG I have ever played, this one really does focus on the roleplaying and the storytelling more than combat or how good a character may be.

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karohemd January 4 2010, 11:20:08 UTC
Cool!
I guess it's down to having players who are OK with playing rubbish characters like Mickey, which sometimes can be hard...

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eryx_uk January 4 2010, 11:23:04 UTC
The game gives character sheets for the 10th Doctor, Rose, Mickey, Martha, Jack, Sarah Jane and K9, but I would assume most would play their own characters.

The way it is set up though is that you could run any game from Timelord & companions to UNIT or Torchwood, to time agents.

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karohemd January 4 2010, 12:16:48 UTC
I want to play K9! :D

That's cool.

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count_marius January 4 2010, 19:41:00 UTC
The Story Points mechanic looks cool. I'm used to play games with 'luck points' that allow rerolls, or add dice, but to expend them to involve story elements (like the example fire extinguisher) is new to me, and it looks like it adds a lot to creative roleplaying.

It doesn't explain ofcourse why The Doctor always has lots of luck in most situations, compared to the red shirts companions. But he does have the Sonic Deus Ex Machina Screwdriver and the TARDEUSEXMANCINAIS to compensate.

Does it handle time travel well, like causuality loops, crossing your own time line, getting those time eating critters when you safe your dad?

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eryx_uk January 4 2010, 19:51:09 UTC
It is quite amazing how the game works just right and everyone just slots into character and the mechanics become a secondary concern.

Gadgets like the sonic screwdriver have their own story points to use their effects though you can replenish them from your own story points.

There is a nice section on time travel but it doesn't bother with mechanics for it. You do a section on paradox's and the like, plus stats for the Reapers too.

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count_marius January 4 2010, 19:53:05 UTC
So, The Doctor does have more Story Points, they are just tied to the screwdriver, and limited to what it can do?

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eryx_uk January 4 2010, 19:54:42 UTC
Yes. Gadgets have certain traits/abilities that can be used by them. You give up your own ability to modifiy the story to repower them with story points.

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