Tag Archive: Doctor Who RPG


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.

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!

Geronimo

I have finished reading the Doctor Who RPG, but now I have to get the time to play it. I have plans for the game, but…

One way or another, the list of things to do always seems to run a whole lot longer than the hours in the day, so I suppose I will have to do something about that.

I have used the time available to me while doing other work to get in some research, watching ‘The Time Warrior‘ and ‘The Keeper of Traken‘ in the last couple of days.

I enjoyed the Pertwee outing, though the plot seemed stretched a little thin and the Sontaran’s plans seemed very sketchy. Why did he need those hypnotised scientists when he seemed to be doing most of the work? All they seemed capable of was carrying pieces of paper around the castle basement. Also, when the scientists managed to shrug off the hypnotic control, courtesy of the Doctor’s pen torch and a polka beat (or similar), how did the Sontaran fail to hear them discussing their plans to fake their hypnotised state? He was temporarily stunned and bound – not unconscious and deaf. Otherwise, the story had me entertained and introduced Sarah-Jane Smith as a ballsy feminist without any time for male chauvinism of any kind.

The dying days of the Tom Baker period didn’t necessarily show the energy and enthusiasm of his earlier time as the Doctor, and ‘Traken’ feels at once thick and thin on plot. Exposition aplenty blocks up the first episode, but then the plot seems to just revolve around a lot of running through the limited set and some dubious relationships between the good guys and the evil. Traken seems to consist of a throne room, the Source room, a cell and the garden – all of which seem to have connections into one another, both obvious and secret. Despite the peaceful and serene aura that protects Traken, the foul Melkor arrives as a statue and acquires little more than moss over the time that follows – and yet the Trakens’ fail to suspect any foul play. Adric and the Doctor prove capable of jiggery-pokery to make the A-Team weep (“Ooooo! Ooooo! Oh, ‘eck! Look, Dan!” – “I know… they’ve modified the van!“), circumventing the whole functionality of the ancient technologies that protect Traken. The final scene of The Master claiming a new body seem utterly tacked on, like an after thought more than anything else… and the fact The Master survives so easily at all without minimal repercussions seems to undermine the whole story and the effort The Doctor put into defeating him.

Another History

I have to say I’m glad I’ve stumbled across ‘Ahistory: An Unauthorised History of the Doctor Who Universe’. I’m suprised I wasn’t aware of it’s existence before now.

I have treasured ‘A History of the Universe’ by Lance Parkin for a dozen years or more. I have a fetish for encyclopedic works about fictional and real world events and people alike. I wallow happily in the interconnectivity of the presented information, flicking back and forth with barely contained glee. To have such a work centred on the Doctor Who universe, I can hardly contain myself.

‘A History…’ took the events up to the end of the Virgin books; but ‘Ahistory’ brings matters almost up to date, up to 2007, including the Big Finish audio adventures and Doctor Who comic strips. I’m happier than a pig in muck.

So, I’m now reading ‘Ahistory’ and the Doctor Who RPG – and I’m thinking to start my own gaming campaign in the midst of the Last Great Time War. Despite failed earlier attempts to move themselves to the safety of a Bottled Universe, the option becomes a desperate last ditch effort to save some vestige of Gallifrey. While events spiral towards a terrible conclusion for Time Lords and Daleks alike, a few escape the end of everything escaping to another reality.

Or something like that…

ADDENDUM: Of course RTD has to throw his oar in with the current special and potentially change the whole outlook of my intended game background. He’s a cheeky monkey.

Shiny

Just noted that there’s a favourable review of the new Doctor Who RPG in the latest issue of SFX.

The production value seems to have impressed – with the reviewer noting that many RPGs didn’t come up to the mark in terms of presentation. The reviewer noted the game used a point system for character creation and supported creation of characters suited to the atmosphere of the game (i.e. no gungho alien killing machines coming out of this game!)

The only downside the reviewer noted related to player fights over who got to play The Doctor/the resident Time Lord. I doubt that fight will really last long – because the weight on the shoulders of the average Time Lord will likely detract from the entertainment of playing one. Too much depends on you being right and you spend your time concerned for your companions – so very little time to consider yourself. If you do struggle to get players to agree, rotate character roles – random selection each session. Players who don’t like that kind of random factor and prefer to develop their own characters will rapidly get the idea and settle on a more agreeable arrangement for who plays what character. Those less bothered can play Time Lord ping-pong.

Anyway, I still await arrival of my copy. The price of getting the game £13 cheaper than advertised seems to be existing for the whims of the distributor. The game will come when it comes… Not like I don’t have anything else to do in the meantime!

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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.

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