Tag Archives: Doctor Who

Renegade Returns

It feels like I should restart blogging about Doctor Who. I know that I’m never going to be on the cutting edge—I love the series, but it’s not like I’m out there on the streets of Cardiff or Sheffield snapping on-set piccies with my iPhone. I’m more a reactive fan with thoughts and stuff.

Deep, right?

What I would like to do is find a way to spin Renegade, my homage to time traveling adventure, into something more substantial. Possibly, when I have a moment—which is unlikely because I never do—I will rewrite it a bit. Or throw a version 2 out there.

It’s nice to have something I can use for a little ad hoc time travel adventure without needing to remember all the rules from one of the other great Doctor Who RPGs.

Mind you, I can do nothing but praise Doctor Who: Adventures in Time and Space. If you don’t have at least a bit of it and you’re a fan of Who, you’re missing out. A nice simple system with a lot of built-in mechanical potential to simulate the beats and tropes of the series.

I also have a fondness for both FASA’s Doctor Who and Timelord.

The former, because FASA just had such a ride with their licenses, in their moment, and there’s a sort of fun to Who and Star Trek when they did it (even though some of it is so wrong). If you have a chance to read any of the adventures you’ll understand that there was a breakdown in understanding about just what Doctor Who was about. I mean, they’re not unusable, but they’re not easily played straight out of the book without a little consideration and tweaking.

The latter, because I spent ages seeking it out—I recall taking a train over from Huddersfield to Leeds, when I was at university, and managing to track it down in one of the cities many bookstores. There was a questing to it, spoiled somewhat by the fact that I have never got it to the table in any form.

Anyway—what I’m trying to say is that I know my limitations as a fan and I’ll be sticking to gaming as the core of this site, in some shape or form.

Rosa

In Rosa, the new Doctor Who series provided a solid and simple basis for explaining the business of alternate history. On a cultural level, the episode spoke volumes – that in a single small, but significant, act the course of history can be changed. The butterfly effect shows that the changes can be planetary in the act of altering one thing; the impact here isn’t wiping out the dinosaurs, but – as the Doctor said – the downstream effect would be universal.

Small Pebbles

In creating your own adventures for Renegade, or any other time travel game for that matter, you can leverage a similar concept – the impact of small changes. In some instances, the change will require the characters stop someone or something to allow events to proceed as history records (like the event in Rosa).

Others will involve removing someone from history altogether. That doesn’t necessarily mean killing them off; it could mean diverting their timeline along another path. Intervention might mean they choose another career, failed to get the exams they needed to attend university, or enrolled in the armed forces. Or perhaps the change happened to a significant figure’s father or mother, meaning that they move to some distant country, raise their children to believe something fundamentally different, or choose not to have a family at all.

The interaction between the player characters and the antagonist(s) will mean they have to find a way to keep the target on the intended path; usually, they will have complications to overcome to manage this. They have to find a way to maintain the current time-stream, which might mean tough choices and hard calls (again, like the events in Rosa, which clearly generated a lot of internal conflict and emotional distress).

Tough Choices

Akin to Rosa, the sort of scenarios that arise from nudges to the timeline can lead to decisions that necessitate inhumane (or even inhuman) acts. Against every reasonable principle, the Doctor and companions had to keep quiet and allow events to continue. A greater impact for the players can arise when they know someone has to die, especially if during the course of the adventure they get a chance to know and like them.

The other wrenching decision comes when the player characters have to allow someone to survive. Sometimes the awful antagonist at the heart of the event must continue to exist because the ripples they create generates a greater good; in the short term that might mean suffering, horrors and death. That can be a truly horrible realisation. A lot of people will die, with absolute certainty, but the outcome will be positive in the fullness of time.

The long game – the ripples finally hitting the shoreline – might seem like a cruel point upon which to set one’s sights, but that’s the weight that a time traveller must carry. Non-interventionist policies may arise for exactly this reason, because action taken with good intentions may have massive side effects.

Many Routes, One Destination

A further challenge for those attempting to resolve an alteration comes from the fact that the antagonists may have many choices to achieve their goal, whereas the player characters will have only a single option – to prevent history coming off the rails.

Rosa provided a view of this dilemma because it was easier to complicate the journey than to keep it on track. In addition, if the player characters face an opponent already in place, the antagonist has the upper hand in preparation.

The matter gets more complicated if you have time travel work with a free-form approach. A game like Timemaster, Continuum or Timewatch use time travel in the most fluid sense, where you can set traps, run rings, and loop back on yourself (and your enemy) to make things harder or try again with another pass. That makes matters ever more complex and runs the risk of generating knots in the time-stream impossible to unpick. Once you have run across your own path more than a couple of times, you begin to lose the angles for a simple solution.

As a Gamemaster, you should approach this kind of time travel activity with caution and very careful notes. It matters that you know where and when everyone is, because next loop around that will be a new wrinkle to smooth in an already challenging situation.

Lessons in Who

With Rosa, Chris Chibnall has completed the Doctor Who Time Travel 101, running through the basics of characters, universal truths and the heart-breaking complexity of time travel. I think that combined with introducing a new Doctor, these stories have worked really well – and I look forward to moving forward from here.

You can pick up a copy of the Renegade rules as part of the sci-fi event generator Brace for Impact on RPGNow and DriveThruRPG. You can also find the unformatted and complete rules on this website.