Tag Archive: Doctor Who Adventures in Time and Space


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.

Planning the Season

Despite what feels like an endless term of planning followed by lashings of self-doubt, I move ever closer to running my own role-playing campaign using the new Doctor Who system. With that in mind, I have been concocting a story arc. So, given the common practice seems to be to have a season structured along the lines of thirteen episodes… What I have in mind thus far is:

  1. Arrowdown
    • A TARDIS crashes on the outskirts of a small seaside town faces an infinite time loop filled with Autons and a tortured fragment of the Nestene Consciousness, while a lost Torchwood operative only seeks to find her husband
  2. Future of the Cybermen
    • A scout ship on a deep space run to deliver vital medicine to an outlying colony faces scavenging Cybermen, misguided pirates and a temporal anomaly strong enough to trap everyone until the end of time
  3. Collision
    • A research team on the LHC have discovered a ground-breaking new particle, but also appear to have opened a channel to their beloved departed… and the hate-infused Gelth (I realise this is something of a riff on the Torchwood radio drama ‘Lost Souls’)
  4. Adventure #4 – part 1
  5. Adventure #4 – part 2
  6. The Tunnel
    • A train carrying a royal traveller from Paris to London comes under threat from clockwork soldiers that threaten to derail time and space itself
  7. The Sward and the Stone
    • In 14th century Wales, a small group of travellers transport a carved stone along the south coast to Pembroke, trailed by what appears to be a leper knight and a retinue of rebels intent on acquisition of the block and the power it contains to save the Pyrovile
  8. Adventure #7 – part 1
  9. Adventure #7 – part 2
  10. Adventure #8
  11. Adventure #9
  12. Doom of the Time Lords
    • Locked in the gaol of an ancient castle, the time travellers struggle to escape only to be faced with the revelation that the world around them is a construct of the Matrix, their captors are the Krillitane, and the adventures before now have been faced by doppelgängers.
  13. Triumph of the Krillitane
    • With the all the elements of the core to the Nightmare Child in place, the Krillitane intend to absorb the DNA of the Time Lords to access the Rassilon Imprimatur that will allow them to escape with mastery of Time, leaving the true Lords of Time and the Daleks trapped within the Time Lock, and the Universe at their mercy
  14. Yes, several gaps remain - and I'm working on them. I have a feeling I may try for another Cybermen episode to follow-up on 'Future of the Cybermen‘, a reworking of the old adventure module ‘Countdown‘.

    The Krillitane sit at the heart of the arc and they have used the loophole in The Doctor’s time lock created by The Master to steal a TARDIS, insert agents of their own (namely the players) and set them off to find the components needed to steal one of the hideous meta-weapons of the Time War – the Nightmare Child. The real Time Lords, who will hopefully save the day in the final episodes, have been held within the Matrix – as per previous experiences in The Deadly Assassin and The Ultimate Foe – and manage to make their escape in time to foil the Krillitane plot.

    A twist in the tale will leave the players faced with the prospect of imprisonment along with the rest of the Time Lords when The Doctor restores the lock following his confrontation with The Master and Rassilon. Each adventure in the sequence will give the players access to a piece of technology or knowledge that will combine to create the core of the Nightmare Child. The players will not actively perceive the act of ‘theft’ needed to acquire each item, though some foretelling may occur at the end of certain episodes where any physical items may be seen to disappear at the hands of an unseen enemy.

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