Tag Archive: 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.

Countdown Revisited

The follow Adventure Seed draws on the basic concept of the FASA adventure ‘Countdown’ with a different spin on the antagonists. The outline was also posted to the Dr Who: Adventures in Time & Space message board.

The time travellers find themselves aboard a medical frigate completing a courier run to the Maia system. The people of that system have been struck by a plague, the cure for which can only be synthesized from materials available outside the system. The medical frigate crew show determination in their task, but significant paranoia about the strangers in their midst, as the medicine they carry holds an intrinsic and significant value on the black market.

Currently only mid-journey, and experiencing some sporadic engine problems that the travellers might well assist with, the crew pick up a distress transmission from a nearby ship. Closer investigation reveals an ancient-looking colony ship dangerously low on power reserves, but showing clear life signatures on bio-scans. Research reveals colony ships of this model carried colonists in suspended animation tended by robotic maintenance crews and a generational commander, and his family, passing the role of captain down during the ships lengthy voyage.

Investigation reveals a lot of tunnels and cavernous bays filled with semi-functional technology. When the characters find the hibernation deck, they find scenes of sickening devastation, with shattered stasis tubes and savaged colonists. It should appear that some alien invader penetrated the ship and attacked the colonists in their sleep (and playing up the ‘Alien’-angle may well increase the tension).

However, in reality the generational command family died out from a genetic disease and the ship gradually floated into a interstitual rift, where it and the medical frigate currently sit – leaking power. The robotic crew, seeking to both maintain the ship and save the colonists, started cannabilising organic parts as their internal systems failed. Experimentation, and dozens of pointless deaths, allowed half-a-dozen robots to stabilize themselves in a cybernetic half-life where brains and re-purposed organs keep them functional and capable of sustaining what few colonists still remain.

The Cybermen seek to claim the medical frigate – equipped with cargo holds and cryogenic systems – to serve as a new colony ship, shifting across the few remain colonists. The existing cargo of the frigate doesn’t matter to them – it’s just consuming valuable space, nor do the crew who fall outside their functional parameters and therefore serve no purpose – except, perhaps, to provide more replacements part for their continually degenerating robotic systems.

As the Cybermen try to secure control of the frigate, the crew and characters need to stop them and release the locking mechanisms holdings the vessels together. However, while systems fail and the Cybermen start to convert the frigate to their purposes, the situation gets yet more dire with the arrival of a small group of Draconian corsairs intent on looting both ships for booty and slaves…

Antagonists and things to tackle: Suspicious crew of the medical frigate. Cold-blooded Draconian pirates. Degenerating Cybermen. Deterioration in all shipboard and handheld devices because of the interstitial rift.

Problems: Once the crew of the medical frigate attempt to aid the colony vessel, the Cybermen lock the vessels together – effectively sealing their mutual doom unless the link can be broken. The pirates intended to take advantage of vessels in distress, but moving into range of the interstitial rift and boarding the frigate rapidly endangers them, too. The time travellers need to find a way to separate one of the ships, repair failing systems and get out of range of the rift before time runs out.

Things that need prepared: A rough sketch of the internal layout of the three ships, as the characters will almost certainly need to venture into all three – at least as far as the airlocks – to allow separation.

Continuing the Adventure: Whether the colony ship remains in the rift or somehow pulls free, these new Cybermen may pose a future threat to the time travellers – and pose a worrying prospect should they prosper and, perhaps, discover the existence of other similar Cyber-lifeforms. Might the time travellers in some way influence the rise of the Cyber-Empire? Refer to Ahistory: An Unauthorised History of the Doctor Who Universe for discussion about the Empire and, perhaps, a few ideas for future encounters.

Portable Space/Time

I noted on Twitter that Cubicle 7 had announced the release of Doctor Who: Adventures in Time and Space as a PDF, through DriveThruRPG and RPGNow. I haven’t got my own copy at the moment, which irks a little… I’d love to have my hands on it right now. Others have been opening the box with reverance, inspecting the glossy booklets with curious and fannish eyes.

I have to admit I am happy to wait – because I’m not at a major disadvantage for waiting an extra week or two. In the meantime, I’m saving £13 on the recommended price.

Now, I have to wonder the advantages of getting the PDF copy. You get no box, no dice – and you need to print them out if you want to use the tokens. If the PDF pricing considered this in light of market pricing as well, I might be tempted (and I have other games in PDF format, while also possessing the hardcopy)… However, the PDF copy is £21.53, just £5.46 cheaper than the boxset I’m getting from Play.com. What would possess me to do without the physical books for such a discount? Yes the PDF can go anywhere with me, stored away on a laptop or iPhone; but do I, as a Doctor Who GM, really need to be that flexible?

Blogged with the Flock Browser

What I Know?

There seems to be considerable advantages in taking the time to attend early play sessions of an unreleased game and then setting the experience to print in a blog… you get quoted ad infinitum as just about the only reliable source of information on the ‘net. I feel this warrants a special mention in the boxed set somewhere…

Anyway – if you care for a run down of ‘what we know’ on the forthcoming Doctor Who RPG from Cubicle 7, expected in October 2009, pop over to Tech Monkey Comics.

Call of C-Who-lhu

While somewhat remiss in keeping deadlines and with a frustratingly uninformative web site of late, Cubicle 7 remain on target to publish the Doctor Who RPG. In an announcement on licensing from Chaosium, right at the bottom it confirms that the Who RPG will be coming this way in October – http://bit.ly/k4Fd7

On top of that I’m thoroughly intrigued by the game they plan to use the Basic Roleplaying system for… Sounds intriguing.

Doctor Who Role Playing Game

When the Cubicle 7 web site goes from mentioning Dr Who to not mentioning at all – not on the front page nor the Our Games – one must assume some ‘complications’ have arisen. As the site is down for ‘Spring cleaning’ it’s tough to get a real grip on what be happening – but the department responsible for licensing concepts at the BBC never seems to work particularly quickly. The lawyers linger in that area, and they’re all about mind-boggling processes and delays.

I hope I’m grasping at the wrong straws here and that the game’s release schedule has not slipped to somewhere in the distant future (as opposed to Summer 2009, which was the last update).

Update: Poking around RPG.net other people have noticed the downtime (given that it started more than three weeks ago) and there have been posts from Cubicle 7 associated individuals to indicate all is well.

However, having a site/forum/development blog closed down for so long can’t be good for a business – especially if people come looking and they don’t hang out at places like RPG.net.

2009

It may well be a quiet year for Doctor Who on the TV, but not totally devoid of content. We have four specials, a week long Torchwood epic, and the Sarah Jane Adventures – Series 3 to look forward to. On top of that, we should finally see the publication of Cubicle 7‘s Doctor Who role playing game.

Resolutions for the New Year:

  • Get episode reviews up-to-date for all series on this blog
  • Complete FASA RPG version analysis piece on this blog
  • Read at least three pieces of Doctor Who fiction – to quench the thirst
  • Buy the RPG – and write at least one adventure for publication, either here or through some official channel

Well, that last one is worth a shot, right?

The Next World

…or “I Was Sarah Jane Smith for a Day”.

Just back from an enjoyable day at Game 2008, at the Armitage Centre in Fallowfield, Manchester. Aside from some meandering around trade stalls, I played a 5 hour demo of the new Doctor Who role-playing game, from Cubicle 7. While Cubicle 7 has delayed release of the game until early next year – due to impending changes in the publication style guide incoming from the BBC – I got a chance to have an early taster, despite missing out on the chance to playtest the game earlier this year (not that I’m grumpy about that at all… no siree!).

The Gamemaster, Steve Lyons, has a fair old pedigree in writing for Doctor Who in the ‘extended universe’ of spin-off novels and audio dramas. Here, Steve ran a fairly simple, but engaging, demo game that had all the hallmarks of Who. I played Sarah Jane Smith in the midst of companions that made this feel very much like a Christmas Special (with Martha, Rose, Captain Jack and Mickey along for the ride).

Arriving on a seemingly primitive world populated only by men, it rapidly became clear this idyllic snatch of paradise had something rotten hidden just under the surface. When the ‘priests’ arrived in silver robes with silver helmets sporting a familiar extended crossbar over the top, it didn’t take long to realize we might spend the rest of the episode running away from enemies too tough and oblivious to harm for a stand-up fight. In the end, we managed to save the day, Sarah Jane only screamed once, and only Jack died (for a little while). Steve told us that we had arrived at a solution not far adrift from his last demo session – neither of which he had accounted for in the writing of the adventure. Sounds like it might be time to add a few extra notes and a sidebar or two.

The system seemed simple enough, with a simple mechanism of Attribute + Skill + 2d6 versus Difficulty Number. Despite Steve saying the design leaned away from too many die rolls, we did seem to roll an awful lot of the little plastic cubes. The mechanic that allowed heroism, lucky escapes and fortuitous McGuffins also came under scrutiny. The Story Points allowed you to use useful gadgets (like Sonic Screwdrivers and Vortex Manipulators), roll extra dice, or force a simple success – but the sheer number of points available from the outset for most characters might have made it a little too easy. Mickey, the resident ‘Red Shirt’ in all confrontations with the silver nemesis, got through more than a dozen Story Points in the whole session and still hadn’t run out by the end.

Anyway… I look forward to seeing the game released next year, and will pick up a copy I’m sure. Maybe I could write an adventure of my own?

Damn. I seem to have missed my opportunity to join the playtest for the Doctor Who Role Playing game, by Cubicle 7. That’ll teach me for not trawling the Internet constantly looking for references to Who. It’s unfortunate because they only announced the game in December and the playtest has, therefore, only been running for a few weeks.

Anyway – despite a sense of mild disappointment, I intend to plough ahead with the concept of running a post-World War One Torchwood campaign using the Call of Cthulhu system – partially because of the wealth of material, partially because the game system revolves around that period anyway, and also because I happen to find the system very easier to use. I shall post updates on how this moves along…

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