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
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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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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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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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That's cool.
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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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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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