Category Archives: Thirteenth Doctor

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.

The Ghost Monument

The Ghost Monument had a lot to say about the way you play time-travelling adventures, about not setting barriers but, at the same time, creating alien environments from the familiar. It wasn’t necessarily subtle, but programmes like Star Trek and Doctor Who have been doing that since the 60s. When you play adventures in sci-fi, don’t make the challenge understanding the small stuff – make it grand and strange, weird and disconcerting.

We’re (Not) All Human

In truth, humanity costs less than alien. When you have an alien, you need effects – cosmetic or CGI. When you do human – perhaps with a little tweak to the nose or a daub of paint on the temples – you can still be alien bit without needing the audience – or the players – to make a leap in their understanding.

The Ghost Monument did that brilliantly here because Ryan, Yasmin and Graham desperately want to find an anchor, a solid foundation in the world of Desolation. If they can find something familiar they can work outward from their in quantifying the strange and the alien. Neither Epzo nor Angstrom offer that – they don’t know what Earth is or humans for that matter. The sense of connection that the companions seek refuses to manifest, like the Ghost Monument itself.

When you run a game of Renegade or Doctor Who  don’t attempt to create aliens that stretch the imagination or demand lengthy description. When you opt for human-like aliens, you can achieve the sense of the alien by robbing the player characters of any common ground. Even in an alternate history adventure, you can achieve the same result when no one recognises Kennedy or Shakespeare, despite every certainty they should be known to everyone.

Universal Translator

For a very long time the TARDIS has been the essential element that made the whole business of alien languages make sense. The telepathic link with the TARDIS meant that everything made sense – spoken or written. In The Ghost Monument, without a TARDIS to fall back on, we have medi-units that achieve the same result, injecting a sub-dermal universal translator chip on detecting the lack of one.

While it might be interesting to occasionally find the travellers unable to understand the world around them, it makes for a simpler game all together if you skip language and move on. In a game with many skills, even spending a few points on a language means not picking something cool. In Renegade, you only have a couple of Specials to start with, so why would you spend them on something like Linguistics or whatever.

The challenge of the adventures should be more than the simple barriers of language. If you want the incomprehensible, they consider a puzzle instead, a riddle or hidden cypher than can challenge the player to solve it. Language confounds the characters and makes the game harder to run, never mind play.

Oh… I Forgot I Put Stuff in these Pockets

“I never said it would be easy, I only said it would be worth it.” If you offer the player characters the basics, they can work out the rest and use their ingenuity and background to fill in the gaps. A spark of imagination and a half-abandoned warehouse full of tools sounds like an A-Team montage scene to me – and the same should apply when the player characters need to create a missing sonic multi-tool or cobble together a means to temporarily immobilise an enemy.

Give them string, sunglasses, a cricket ball, a transistor radio and a packet of jelly babies – because with that lot they have a world of potential. The path ahead shouldn’t be plain sailing, by any means, but dumping the characters in an alien jail every time they get captured with nothing to work with will just get tiresome. Make that jail a tool shed. Make that cell someone’s stationery cabinet. Or at least give the characters a tool they can chisel a message into a stone pillar with and discover it by chance three adventures earlier so they can organise an escape.

Don’t You See… I Got It Mostly Right

Human but alien. Comprehensible but puzzling. Most of the answers but without all the facts about the problem or the tools to get it resolved. Playing a game of Renegade or Doctor Who should be challenging for all the right reasons – filled with people, clues, puzzles, mystery, abandoned ruins, odd remnants and more than a scattering of ghosts and memories. In the midst of all that lies fun without frustration – and the promise of adventures yet to come.

Eat My Salad, Halloween

Final victim of Tzim Sha’s trophy hunting spree, the Salad Man nevertheless can provide a handy new archetype to include in your Renegade games. If we’ve learned anything from the travels and adventures of The Doctor over the years it’s that those who die can still crop up later in another form – such are the benefits of time travel. And the occasional bout of Vortex induced amnesia.

Specials

Salad Man (2)
Confident Swagger, Strong Stomach, Eat My Salad Halloween, Too Wasted to Run, Know the Way

Background

Roll 1d6, choose an option or just create your own

  1. Eldest child and a favourite role model at his school (when he attended), he left with 2 GCSEs and got into gardening, a surprisingly lucrative business – but little helped by his addiction to online gambling. He enjoys humiliating close friends – though, at heart, he throws insults out of an inability to articulate his appreciation.
  2. Only child and raised mostly by his grandparents, after his parents split, he enjoyed music and played several instruments. Most skilled with the harmonica, peer pressure at school made him give it up. He started studying long after school through Open University, but struggled to keep focus. His irritating personality seems more defence mechanism than genuine ill-will.
  3. Middle child of a good family, something about his character rubbed his teachers up the wrong way and meant more time in detention or outside the headteacher’s office than in class. Still, when he got out of school, he landed a decent job and a small inheritance from the passing of a favourite uncle. He has his own business, completing home renovations. He doesn’t really trust anyone who seems to know it all.
  4. Bought up well in a steady and dependable family, he struggled at school with dyslexia and ended up leaving before he took his exams. However, determination pushed him and he found varied employment – from retail and handy work, to background acting and cab driver. He struggled with discrimination, but constantly rose above it, bolstered by unswerving confidence in his potential.
  5. While his teachers respected him, his parents never did – favouring his older brother every time. Bullied by his family, he spent all the time he could out with mates on the street or reading books in the local library. He got tough from his home life and canny in the company of friends. He works an ordinary job and spends evenings in the pub, but he has aspirations to be more.
  6. Despite appearances, brash and no-nonsense as he might seem, he has been nervous and hesitant throughout his life. He lost his mother while still young and his busy father sent him off to boarding school; there, he found his best shield was a short fuse and a sharp tongue. Now, by day he writes copy for one of the few surviving local newspapers and by night he watches football and plays the slots down at the local.

The Woman Who Fell to Earth

To kick off the new Doctor Who series — and, to be really clear right now, SPOILERS AHEAD! — we have a couple of additions to the Renegade RPG from The Woman Who Fell to Earth that could certainly find immediate use as the seed for an adventure or two.

The Stenza

The Stenza warrior-race, blue-skinned bipedal Conquerors of the Nine Systems, place the honour of the hunt above all else and value trophies as much as they value their lives. The heart of their society rests in the tradition of the hunt, the careful and methodical tracking of a single prey target to the exclusion of all others.

For the Stenza, the hunt matters sufficiently that they train and prepare ceaselessly, to the exclusion of all else, fasting and focusing themselves through rites and ritual. They carry the honour of their family-clan with them in their armour, an item handed down, renewed and maintained.

Stenza perceive status through the outward display of their trophies, a single tooth from every felled opponent embedded (painfully) into the flesh of their faces.

Stenza Warrior: Sub-Zero Touch, Peerless Tracker, Driven By Honour

Tim Shaw (Tzim Sha) represents the worst characteristics of youth in the Stenza warrior-race. With an attention span shorter than his muscular arms and an ego too large to carry far in battle without fatigue, he savours the prospect of leadership too much for tradition to matter.

To that end, the “big blue cheat” has done everything in his power to cut through to the conclusion, skipping the dull business of tracking by sneaking additional support onto the planet.

Tim Shaw: Sub-Zero Touch, Short-range Teleport, Driven Beyond Honour, Trophy Pause

Gathering Coils

To sidestep the tedium of the hunt, Tim Shaw smuggled a Gathering Coil on to Earth, an advanced hive-entity scouting module normally used in small numbers for reconnaissance. The enhanced Coil consists of hundreds of squirming modules contained within a spheroidal gravi-static induction shield, allowing it to glide and levitate within the atmosphere of a planet with a standard gravity range.

The Coil possesses scanning clusters and data nodules designed to handle a rapid absorption of a vast amount of information, drawing on sensory and signal based observation to build a complex database. Tim Shaw used this data to locate his quarry without needing to sully himself in the business of the hunt.

For those unlucky enough to meet the Coil, the visitation seemed harmless at first, but the Stenza leader-apparent had fitted it with DNA Bombs that embedded themselves painlessly into the geno-structure – and would, on activated, annihilate the target in a matter of moments.

Gathering Coil: Hive Sense, Gravi-Static Levitation, DNA Bombs, Unfiltered Total Data Transfer

Adventure Ideas

Skeleton Key. The player characters must track down a long lost member of the royal family of Ixat, the only individual with the means to deactivate an ancient defence system on a rogue planet that threatens to collide with Earth. However, the family are long dead – the last of them wiped out by a disgraced one-time leader of the Stenza – but if they can find him they can access the royal Ixat DNA from a certain jealously guarded trophy.

Insider Dealing. Once a small start-up, Swarm has become a part of every day life with their life-changing search engine. Interacting and intersecting with everyone and everything, Swarm can deliver data with a rapidity no competitor can match. However, truth-be-told, they have the unfair advantage of access to a captured Gathering Coil hive – Swarm has tapped into the modules of the Coil’s quantum database using a crude reciprocal interface. However, the Coil already had a mission – and now the Stenza battle wave approaches with all the information they need to make the entire planet the ultimate trophy.