Category: Cubicle 7


In Safe Hands

I attended the Birmingham UK Games Expo at the weekend. Cubicle 7 had a stand, so I invariably needed to go ask the big question.

So, “What’s happening with the Doctor Who game? When can we expect the next supplement?”

Okay, so that’s two questions – but, I can’t remember exactly what I asked. I’m hazy on a lot of things. I admit (unfortunately) this has nothing to do with alcohol. I just have a poor memory – especially for names.

Anyway, I was talking to this guy on the stand (long, dark hair and glasses, facial hair… maybe).

The response, a positive one. I won’t try to map out the details, but Cubicle 7 have all the enthusiasm for this game that you’d expect. For them, Doctor Who: Adventures in Time and Space represents their number one best selling game, a license of massive potential. Do you charge ahead creating stuff in a great gush and run the risk of falling foul of the license holder? I mean, that’s what pretty much happened with FASA, Star Trek and Paramount. Get too carried away and, before you know it, you’re producing supplements without full approval… and then you’re producing no supplements at all.

Having to wait for approval for stuff from the BBC does complicate things – I know that from previous experiences with other licenced holdings that if you need to have everything checked with the owner of the subject matter, expect to see your production time double. To add to the complications, with Doctor Who you also have a series in transition, with a regeneration meaning a need for a bit of a change – both in characters and branding.

The alien supplement remains incoming and should be ready for GenCon, which means an August release. After that, we have a Matt Smith makeover for the core rules, with the inclusion of both the 11th Doctor and Amy Pond as characters, and then future supplements will all have the new look of the current series.

Personally, I think the slow progress means those playing the game have had an opportunity to shine. The DWAITAS board I frequent has enough character, alien, adventure, gadget and skill/trait related material to create a supplement in it’s own right.

The guy on the stand referenced customers who make it sound like without more supplements they simply don’t have what they need to run a game – but, in my honest opinion, the simplicity of the game system, the wealth of background from the TV, and the support of other fans means that there’s a lot you can pick up and use without needing anything else official. You have no excuse not to be running DWAITAS right now.

I planned to run a game at the weekend, and all I took was the official DWAITAS screen, the ‘Start Here’-type booklet from the boxset and the pre-generated character sheets – and for a simple game I think that’s all you need. Once the players understand the basic rule and the principle of Story Points, what more do they need to know. Roll them dice, improvise some Story Point tokens and get on with the action.

So, when new stuff comes, that will be great – but no one should be putting the game into storage thinking they can’t play in the meantime. I appreciate what Cubicle 7 have provided so far and while I’d love to see more soon, I also think the delay makes for a positive experience for every potential Doctor Who GM.

Real Expo-tential

Well, I’m off to the UK Games Expo in Birmingham this weekend, attending both Saturday and Sunday (which we did in 2008, but not 2009). Having the night there means the day can be more relaxed, providing more chances to play and the chance to get involved in stuff starting in the afternoon. I would like to play Doctor Who: Adventures in Time and Space, but right now it looks like it won’t be running until the end of Sunday – just when I’m going to be heading along home (long drive).

I’m kind of wishing I had the chutzpah to run a game of my own, but I’m such a damned wimp. I’m enamoured by the potential of running a Hitchhiker’s Guide to the Galaxy game using the DWAITAS system, which seems like a perfect fit. I could use the sample player character sheets right out of the box without any effort, running a game part-adventure, part-knockabout. I can see it being a bit like classic PARANOIA or Tales From The Floating Vagabond, a chance to play and have fun, but with a lower death toll than the former and a little less slapstick than the latter. We’ll see, you never know…

Maybe I’ll be consigned to playing – and getting annihilated in – a game or two of Agricola or Dominion; but. here’s hoping, that I’ll get a chance to play a RPG session (or two).

Does Not Compute

…and when it comes to persuading computers to do something that doesn’t make sense, well more suspension of disbelief comes into play.

PARANOIA featured a skill called Spurious Logic, which allowed you to engage artificial lifeforms in the sort of discussion that left them smouldering in confusion. Captain Kirk had a knack for doing this – with Landru in ‘The Return of the Archons’ and M5 in ‘The Ultimate Computer‘ – uttering some statement or puzzle that logically would not compute and led to much sparking/smoking of circuit boards. It seems that Amy and The Doctor, but the former particularly, managed to pull off a little of this with Bracewell when the Dalek’s initiated the Oblivion Continuum.

In DWAITAS, the standard test for handling spurious logic should be against Convince + Ingenuity – conveying a logical conceit in a manner than denotes absolute belief to anyone listening, artificial or not. To further enhance the prospect of success, a character might take the Trait Technobabble.

Technobabble (Minor Good Trait)
The character has a bewildering grasp of the esoteric nuisances of bleeding edge technologies and obscure scientific theorems. They might not always completely understand the nitty-gritty of the subject matter, but they appear convincingly assured in their grasp of the principles.
   Effect: +2 bonus to any roll where the character seeks to assert authority in his grasp of obscure science or technology.
   Note: Cannot be taken with the Technically Inept Bad Trait. However, the character’s grasp of the principles does not, in turn, provide any positive modifiers to actual attempts to understand, repair or override gadgets and devices – where the character would need Technology and/or Boffin.

Yes, I know. I haven’t had time to digest the last two episodes yet to allow me to field an opinion. Thus far, I enjoyed ‘Eleventh Hour’ and I’m still on the fence with my judgment on ‘The Beast Below’. I will post something more… substantial… soon.

In the meantime, one thing about the episodes that struck me from a game mechanic angle is the possible need for the re-introduction of the ‘Notice’ skill – which I understand got cut from the Doctor Who: Adventures in Time and Space rules set. The Doctor in the first and Amy in the second had a moment of clarity while looking for ‘an answer’ – and while the current system can fudge around it, an actual skill seems more and more… right. I admit this might not be Notice, but it needs to be something less than the Turn of the Universe trait (that might fit The Doctor, but not Amy).

What the Dickens?

Like Wilf in the most recent series, I appreciate the prospect of a good companion-that-never-was in the form of Charles Dickens. Dickens combines curiosity with a sharp intellect, perception with a entirely understandable interest in self-preservation.

Throughout ‘The Unquiet Dead’ – verging on a bottle episode once matters have settled on the encounters within the funeral parlour – Dickens fills the role of companion with enthusiasm. Doubting the Doctor’s technobabble, he nevertheless comes to embrace the extraordinary once the evidence stacks up to support it. His world-weariness and desire to debunk charlatans means the alien needs to work hard to break his resolve and single-mindedness. Dickens considers trickery and sleight-of-hand faced with mere apparitions, but in the end he comes around. Even when gripped with fear, his keen mind kicks into gear and brings him back to some measure of sobriety with a solution to the whole problem of the Gelf. Many companions of the past would have kept running, indeed you would have questioned their change in character if they hadn’t.

Dickens could easily function as a perfectly good foil to the Doctor, earthing him when the need requires it, questioning his decisions and reminding the Time Lord that he is no more master of the world around him than any of us. The Doctor may well have a machine that allows him to travel anywhere in time and space, and he may feel the Turn of the Universe beneath his feet – but, that’s not to say he cannot be surprised or taken off guard on occasion, faced with possibilities that passed him by or he was all too ready to ignore. The Gelf play on The Doctor’s good nature and his guilt in relation to the events of The Time War and that is almost his undoing.

For those who play Doctor Who: Adventures in Time and Space here’s a stab at a character write-up for the great author. I would not go so far as to claim perfection, as this happens to be the first time I’ve tried this; but, I think it more or less conveys Dickens character – at least within the confines of the Whoniverse.

Name: Charles Dickens
Attributes: Awareness – 4, Coordination – 3, Ingenuity – 5, Presence – 4, Resolve – 4, Strength – 2
Skills: Convince – 4 (Charm), Craft – 3 (Writing), Knowledge – 4 (Law, Literature), Medicine – 1, Science – 1, Subterfuge – 2
Traits: Friends (mG, The Ghost Club*), Lucky (mG), Photographic Memory (MG), Run For Your Life (mG), Voice of Authority (mG), Argumentative (mB), Cowardly (mB), Dark Secret (mB, family**), Insatiable Curiosity (mB), Obligation (mB, family), Sceptical (mB***)

* A group, based in London, engaged in the research and investigation of the paranormal, in which Dickens took an increasing interest in his later life.
** In his youth his whole family ended up living in debtors prison for a time and he dallied with certain affairs during his life of which he appears to have been thoroughly ashamed.
*** Dickens urge to doubt and debunk means he suffers a +2 bonus to his roll when subject of any conflict seeking to convince him about the supernatural (i.e. they’re going to have a hard time convincing him of anything). When faced with supernatural occurrences, Dickens will always err on the side of doubt – and will suffer a -2 penalty to any roll to overcome his suspicions.

You can access a perfectly good biography of Dickens on Wikipedia.

Can You Smell Chips?

If you needed to mine for plot seeds to fuel your Doctor Who: Adventures in Time and Space scenarios, what better place to start than ‘The End of the World’?

Seems to me the guest list alone makes for an interesting well of possibility. How about learning more about Cheem and how they evolved as a major economic force or perhaps face freedom-threatening litigation at the hands of Jolco and Jolco? What happened at the prototype trials for the hyposlip travel system invented by the Brothers Hop Pyleen? What stellar events did previous platforms managed by the Steward witness and which particular Corporation funds these cataclysmic dinner parties? Who designed the platform and why did they choose to engage in so many retro-flourishes, like the great fans maintaining internal cooling?

And I haven’t even mentioned The Face of Boe, the Ambassadors from the City State of Binding Light, the one and only Cal ‘Spark Plug’ Macnannovich or, indeed, the varied Chosen Scholars of Class Fifty Five! Plot decorations aplenty, even if not a full-scale seed or hook.

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Return to Rose

It’s a weird old world sometimes. You watch something and really have your doubts; but, returning to it later, you find you view the whole thing in another light.

I watched ‘Rose’ this morning, the first Christopher Eccleston story and the introduction of The Doctor to a whole new generation. The story combines elements to satisfy both newcomers and fans alike, pitting The Doctor against an old foe, the Autons and the Nestene Consciousness.

When I watched it originally, I may have fixated on the false Mickey too much as a bad part of the story… but, I’m not seeing that anymore. ‘Rose’ contains all the essential elements to get everyone onboard, introducing the time travelling alien Doctor who appears to be seen all the way across Earth’s history, who has changed his appearance over time and might well be immortal. Rose herself encounters The Doctor, enters the TARDIS and learns a little about what it is to be a Time Lord, sensing the Turn of the Universe (or at least the movement of the world beneath his feet).

The quirky performance of Chris blends perfectly with the notion that what we see here happens to be a newly regenerated Doctor. Inspecting his big ears, he seems fairly satisfied with the transformation. He slips between excitement, sadness, inane grins and sharp rebukes at almost a moments notice.

The Auton Mickey actually isn’t as bad as I recalled, and in truth his appearance and odd speech likely lean towards getting all the kids onboard that this is not the Mickey we met early. You need to prepare the kids for decapitation by establishing the inhumanity of this plastic Mickey clone.

I remain sad that Clive didn’t survive the episode. In a way, he created the very theories of doom following the wake of the Doctor that led to his own demise. Shot by an Auton, Clive is no more – but his wife obviously knew a little about his theories on the Doctor and he clearly had other visitors. LINDA would come after him, intent on getting close to The Doctor; but, it would seem others hold a similar fascination.

Combine the flash effects of the Nestene Consciousness with a fast paced script and some snazzy, upbeat music – and you have an ideal point to jumpstart the series. Like Rose, we find ourselves wanting to get in the TARDIS at the end and follow him on to his next adventure.

At the same time, I really watched the episode to get into the Auton/Nestene mindset in preparation for playing the Doctor Who: Adventures in Space and Time RPG scenario ‘Arrowdown’ tomorrow (hopefully). Basically, Auton equals undead – faceless, shambling foes who can run like Rage-infected zombies if you really need them too. In the store, Rose backed off from stumbling Auton shamblers, while after the Doctor arrived suddenly they could run down corridors at quite a pace. It seemed to me that when the Nestene exerted control, the Autons ‘warmed up’ gathering pace over a short period (half a minutes or so). In the same way, when the Nestene connection died, the Autons continued for a moment, then became confused and bewildered, before finally freezing back into mannequins.

Perhaps, in game terms, Autons can spend a Story Point to cancel their Slow Trait for a short period of time. In addition, when the Nestene exerts or loses control, the Autons warm up or freeze over a period of 30 seconds.

Anyway, re-watching ‘Rose’ worked out as an all-round experience. I’m looking forward to watching (and gaming) some more.

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Screen Time

Yes. Okay. I finely folded in under the non-existent pressure and purchased the Doctor Who Gamemaster’s Screen from Leisure Games. I had intended to fashion my own (probably from twigs and lint), but after a couple of weeks without progress I admitted defeat. I would like to kick off running the game this weekend and without a screen I would feel quite naked.

Once I have the game running and under way, I fully expect to post a fuller review of the game, the screen, and my own campaign. Oddly, and like so many other players, I seem to be thinking along the lines of a thirteen episode Season; but, we’ll see whether I have the energy to carry it for that length of time.

Currently, I have:

1. (prologue and) Arrowdown
2. Countdown (updated version of FASA adventure)
3. Taking the Tunnel (Victorian Under Siege 2)
4. And… Um…

Well, I have a notion of where it’s going and what the finale will involve… But, for the moment, I’ll allow my creative urges to take me where they will – which quite possibly might go off-course from Episode 1!

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