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For those who do not know, Doctor Who is a long running BBC Science Fiction series and it deals with a mysterious alien known as the Doctor who takes companions on adventures throughout all of Time and Space. For the most part, he brings with him humans from planet Earth usually in the current time period (although, there have been notable exceptions). This game covers the 11th incarnation of the Doctor (although, there is nothing stating that you cannot use any other incarnation) and much of the stock photos are taken from that Doctor’s adventures along with his companions until Sept 2012. Undoubtedly, future supplements will deal with other incarnations/regenerations of the Doctor but the general framework that the rules provide a grounding that you could conceivable use any Doctor or in fact, any other Time Lord or UNIT taskforce or a group led by a Time Agent or a band. It is this flexibility that allows one to stray as close or as far away from the series that gives the most options for players and Gamemasters alike. And, this fact makes for a much more exciting game, as one is not a prisoner of the series or canon with all series and Time/Space to play with as one’s oyster. Thus, rendering all my FASA and BRP stuff immediately playable despite having do the conversions.
The boxed set comes in three main parts (minor parts being counters, dice and gadget cards) – a Player’s Book, a Gamemaster’s Book and an Adventures Book. I began with the Player’s Book, so my review will commence with it as well. The Player’s Book begins with the standard industry spiel about: “What is Role Playing?” but what I found remarkable about this section is how well written this section is for the newbie. Most sections are similar enough that it does not need further explanations. Next up, it launches in to Character Generation (Chargen). Chargen is not handled randomly but through a standard pool of points that players can allocate among the different attributes/characteristics ranging from 1-6 (although, aliens might achieve higher stats) for simplicity the Player’s Book assumes that players will play humans or at Time Lord-like races (given that Time Lords predate human civilization but several millenniums – it would be wrong to say human-like). And, given the vast predominance of the Doctor’s companions have been human, it is almost natural that the players will choose – a human. What exists is a pool that has been preset 24 points for characteristics/attributes, 18 for skills and 12 story points. One is not hampered by using all their points in either their characteristics/attributes or skills both can cross-pollinate into the other with story points being the ability either to augment your abilities at chargen or later during play.
The attributes are as follows: Awareness (i.e. perception of one’s surroundings); Coordination (i.e. Dexterity); Ingenuity (i.e. cleverness and intelligence); Presence (i.e. charisma); Resolve (i.e. willpower) and Strength (‘nuff said). Then there are Traits (Good, Bad and Special) – from there you must expend your character points to buy a Minor Point (costs 1 point) or Major (cost points) for Good Traits. Good traits are good qualities of one’s personality; conversely Bad Traits do not cost any points but feed back into one’s overall pool. But, Special Points are the unique Traits that make a character more than human – naturally one does not need to have them but all characters might want something they are unique in and these Traits are naturally the most expensive – the more unique, the more it will cost.
Lastly the player’s book gets into how to play the game which follows the very simple formulae: ATTRIBUTE +SKILL (+TRAIT) +2D6 >= DIFFICULTY OF THE TASK. And, really it is that simple. Naturally, there are all sorts of modifiers based upon the degree of success. However, the emphasis is upon role playing not roll playing. Players should roll but act out the role, should they fail, and they can use Story Points to nudge the dice or cooperate with each other. There are suggestions on how to take upon role and realize that losing is also part of the game. And, that players should remember, when the Doctor is surrounded 100 Daleks, he does not try to go guns blazing’ into the sunset – he simply gives up (usually to buy more time) and the game flows from this assumption. And, the other assumption is that guns are not the answer unlike other RPGs. For damage begins to affect one’s attributes giving a change of fundamental characteristics, although, through healing one can get them back – the key for players is that they must accept a temporary change. In doing so, they will be rewarded with Story Points should they be convincing.
The Gamemaster’s book organizationally parallels the Player’s Book – which first is annoying but as it covers the topics in much greater depth, it can be forgotten and forgiven. Building from characters (and by extension Non Player Characters), we move to the Monsters or the aliens that haunt the game. The Monsters have the same Attributes and Skills as players even if augmented by growing up on a different planet. Similarly, gadgets are not highlighted save in very general characteristics which add to one’s bonus. And, gadgets are not for accumulation but rather to aid in play, thus, in keeping with the television series. What’s more, players’ are often called upon to invent their own gadgets thus very much in MacGyver vein that Doctor Who operates. When one gets to the section on how the game is run, it is replete with lots of information on the mechanics of Time Travel, scenario design and how to keep one’s game from falling apart. Naturally, the basic rule provides the guidelines for the Gamemaster to set the level of difficulty along with guiding principles what commonly used tasks are to be combined with skills and attributes. But, as always, it freeform for player’s to decide and the role of the Gamemaster is to facilitate that process.
Time, as we know (from the words of the Doctor) is wibbly wobbly ball of stuff where there is no direct correlation between cause and effect. That said there are certain things that you can do and cannot do. The chapter on Time Travel explains just what those are – paradoxes, meeting and influencing one’s self, parallel universe, Voids, etc. Somewhat related to Time Travel is the whole question of the physiology of the Time Lords which brings up the ultimate question – Regeneration. While, this will be handled in a subsequent book in greater depth, enough of a teaser is provided that any Gamemaster can go forward without fear and have Time Lord(s) in their game.
The section on Gamemastering advice is like many of those found in all books of a similar ilk but where it differs is that it does stress the collaborative nature of storytelling. A Gamemaster might know the plot but it is the cooperation between players and Gamemaster to tell the story. And, literally, there is tons of useful advice on how to select and make a group work – this I found somewhat tiresome, as usually Gamemasters do not have the luxury these days of selecting their group – rather that a group gets assembled and the Gamemaster has deal with the different personalities assembled. Interestingly, enough, player psychologies are profiled (fortunately in more flattering terms than Sex, Dice and Gamer Chicks) and these psychological profile types are not absolute but very good and constructive tools are provided any Gamemaster to navigate between the types.
Concluding the book is how to tell the story in gaming terms. Especially, for a game that involves Time Travel, it is not a simple matter of beginning, middle and end yet it also is that simple. Keeping the drama as the certain point of narration, this chapter asks of Gamemasters to craft adventure not necessarily story. And, the fundamental point is that adventure by its nature is flexible and more fly by the seat of your pants mode rather than trying to achieve objectives – for players will achieve objectives but it is a negotiation.
And, the third book in the box is a book of adventures. Anyone familiar with my reviews knows I do not reveal spoilers for adventures. Needless to say, the adventures include the favorite monsters from the TV series and are incredibly well written to take advantage of highlighting different aspects of the rules.
So, what did I actually think of this game… It is a phenomenal game, exceptionally well written/edited, true to the source material (11th Doctor up to Aug 2012) and a great deal of fun for being both rules lite and rules fast. Where it does it have its problems? Very few. One would be that the boxed set forces one into a role of Gamemaster, as player books cannot be purchased separately (and even if they could be – they need some things from the Gamemaster’s Book to render those concepts more intelligibly. This common to most boxed sets from the time of D&D forward – so not really a criticism just more of an observation. One feels somewhat trapped by all the references to the 11th Doctor – long standing fans can see a few bones thrown to them but really this is playing Matt Smith’s universe. Lastly, the game is very much written for the beginning player. Which is good, as hopefully it brings new blood into the hobby but as a grognard, one sometimes feels the explanations are too simple. None of these criticisms should detract people from purchasing this fine game and as the supplements begin to come out – many of these criticisms will not be valid – as the supplements will naturally be geared toward an advanced mode of play. I eagerly await the future of this line – especially those supplements that will explore the past. This game has provided skeleton, muscle and skin in running any Doctor Who game that one can conceive of. Buy this game, if you love Doctor Who and need a simple and fast set of rules to run adventures in. It is fun and rapidly gets you immersed into a different mindset. And, despite gaming since 1981/82, there was enough in there that caused me to think and rethink some of my basic assumptions of gaming. And, how many new fangled games can set an old school gamer to do that…
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