Tag Archive: FASA


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.

A warning… I fear that in this post I sound like I’m just thinking outloud. As a result, it may come across like senseless babble!

I have been mulling over the essential elements of a Doctor Who plot while reading through an old FASA role playing scenario, ‘The Iytean Menace‘. As common in the game, the players take up the adventure on the urgings of the Celestial Intervention Agency, however, I wanted to see how you could introduce the players to the events involved without outside pressures. Take ‘The Empty Child‘ for example.

  • Doctor and Rose discover alien capsule heading to Earth; Doctor investigates capsule landing, while Rose splits off looking for lost child.
  • Rose finds child, faces death and Jack rescues her; while Doctor meets someone who knows about the lost child and follows her.
  • Doctor discovers the location of the alien capsule; at the same time Jack and Rose discover the girl and the lost child.
  • Rose and Jack find out where the Doctor is from the girl; Doctor finds out about the lost child ‘plague’ – and all three face cliff-hanger peril.

It isn’t so much investigation, as happenstance and luck that leads the Doctor through his adventure, while the companion must, quite vitally, get split up and discover something threatening or complicated to add to the Doctor’s worries when they get back together again. Wartime orphans and Captain Jack form subplots that link into the girl, the lost child and the Chula ambulance filled with confused alien nanites. The advancement of the story involves layers – like an onion – but one character may discover layers in different ways or completely on their own than another who might skip ahead a layer and realise the significance when the whole story starts to come together.

‘The Iytean Menace’ has layers, but they happen in a linear fashion that somehow smacks less of Doctor Who than it should.

  • The CIA identify alien weapons in Victorian England and send the time travellers to investigate
  • The travellers meet the owner of one such weapon and get rebuffed
  • The owner’s daughter meets the travellers and tells them her father is paranoid and has been accused of stealing from another collector
  • The travellers meet the other collector who explains about the burglary and the events that led to his accusation of guilt
  • The travellers, potentially, investigate a doctor present at the house on the night of the theft and find he doesn’t care to talk to anyone and seems to spend a lot of time in his personal lab

And so on. It feels like a straightline, whereas ‘The Empty Child’ has more of a branch-like structure to it. While the ‘trunk’ of the story leads from beginning to end, the branches fork off, cross paths and generally create a more complex adventure. It seems to me a good Doctor Who adventure must involve:

  • An unexpected introduction to the problem, probably at odds with the character’s original intent
  • The Doctor and companions split apart, come back together, split and repeat!
  • A subplot or two that feel like red herrings, but in fact tie neatly, but obscurely, into the primary story
  • Exitless traps that prove to have at least one way out you didn’t expect
  • One or more cases of mistaken or false identities that prove either useful or troublesome as the story progresses

Maybe I need to set the elements of the role playing story down and determine the whether the structure does overlap with the hidden depths of the onion skin principle…

Regeneration

Having spent all too long trying to be clever with my home grown blog, I have decided it would be far simpler to maintain this site with… well, a real blog. So, here it is.

As a result of this massive technological leap forward, expect far more regular content updates on this site – as well as a progressive inclusion of some old material. I hope, as well, to finally complete my indepth meandering through the FASA Doctor Who role-playing game… amongst other things.

I will also have something to say about the new Doctor Who series running in the UK at the moment. I will do my level best to make it really clear when I have a spoiler – and take measure to make it invisible to the casual reader… perhaps by making the text the same colour as the page and requiring that you highlight to see what has to be said. Suffice to say, I’ll give all due warnings.

Anyway… I had best get to work.

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