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Category Archives: Games and Merchandise

I have discovered the Diary of the Doctor Who Role-Playing Games, a relatively regular and current amateur online magazine, free to download, providing characters, environments, adventures, and features for all incarnations of the Doctor Who RPG – include the FASA and Timelord versions.

While I haven’t had the chance to read through the thirteen issues in detail, I certainly appreciate the effort put into bringing them together. I have opened a few issues and they contain a lot of interesting ideas, plenty of content, and a plethora of pictures. I suspect you’ll find something here of interest, whether complete or simply as the seed for an adventure or encounter of your own creation.

I’m all too easily impressed by technology. And when you combine it with Doctor Who. And then add in a collectible element. And cards. And… Well, I have exercised my sanity and promised not to get involved. I purchased the first issue of the Doctor Who Monster Invasion magazine, but certainly don’t intend to go any further than that.

In the end, this amounts to Top Trumps. Yes, it sort of tries a little harder than that and the magazine will provide more ideas and variations on playing the game; but, in the end you’re buying a magazine about Top Trumps AND having to spend £1.50 a booster packet (or something like that) for 9 additional cards. And you’re aiming at 165 (or so) for a complete set. And that probably doesn’t include the 1 in 1000 booster card ‘The Infinite’.

Seriously, I’m not getting into this; but, I can be impressed by the cool of having a 3-D Dalek pop out of my card when I look on my computer via web cam. Oh, and the web site’s sort of cool as well…

I'm being attacked by a bloody 3-D Strategist Dalek! #do... on Twitpic

Opportunity to pick up PDF copies of the Doctor Who: Adventures in Time and Space and Doctor Who: Aliens and Creatures for about 30% off the normal price in the Movie sale at DriveThruRPG. Well worth picking up if you haven’t got yourself a copy already!

Predictability, or the lack of it, can make it very hard to design an adventure. I use loose plotting as it is, and I’m thankful I don’t spend a tremendous amount of time preparing. For the adventure I’ve run over the last three week, I had a view of key people, locations and event, but no absolutes about the resolution of these key features. If the players decided to send their characters off at a tangent, I needed to know what might be going on elsewhere, but didn’t want to stop them playing the way they wanted to play.

I had my location, my villain and their plan; but, in the end, the characters defeated the villain without understanding the plan at all. They saved some kidnapped villagers, but none of them would know from what. In the heat of the confrontation, the characters launched into combat and didn’t allow the villain much opportunity for grandstanding with some cackling monologue about his intentions and the likely fate of the characters. One of the characters got captured, but when the rest arrived he managed to free himself and sabotage the enemy ship – something I couldn’t bring myself to complicate as he made the best roll in the whole game while hiding from the enemy using mathematical principles.

My notes amounted to a couple of flow charts, a set of briefs stats for the enemy and their minions, and a few maps and notes printed off the Internet. Using a real world locations meant that I didn’t have to create an environment. Check out Kettleness if you have the time. An alum quarry (that in the distant past caught fire and burnt for two years?!), dinosaur bones in the cliffs, a Roman signal tower, a railway station that closed in the late 50s (with several lengths of abandoned tunnel to investigate), a mysterious black dog terrorizing the locals, and an exorcism. Perfect location for something, especially as the settlement remains remote to this very day.

I consider it a worthy development, in future, to not only have a map of locations, people and events, but also to include a matrix of clues associated with them. I may take a leaf out of the ‘Trail of Cthulhu’ game and create adventures where the clues never get missed, and the characters get to concentrate on the danger, excitement and advancing through to the conclusion. I sort of manage that with this adventure, but still felt that it could have gone better.