Moderator: Matthew-. Post by Jeffery St. Privacy Terms. Quick links.
|Published (Last):||10 September 2013|
|PDF File Size:||2.13 Mb|
|ePub File Size:||5.67 Mb|
|Price:||Free* [*Free Regsitration Required]|
The entire milieu was a bit daunting. And yet… occasionally there are crunchy, essential rules laid out there that are so important that you cannot understand the Game Operations Manual without them. So next I needed a scenario. The cost for some of the old supplements for the game are just plain crazy anymore— there was nothing for it but to roll my own.
I picked an old Classic Doctor Who episode off of Netflix and watched it. Then I watched it again while furiously taking notes. Then I worried and fretted for days. When the convention finally rolled around, I still had gaps in my outline. The night before my game, I could not sleep due to the traffic on the highway outside my window. In an exasperated state, I sketched out sort of a dungeon area for the final climatic scene. All of it was built around an elaborate puzzle that I felt would be the perfect homage to the the writer of the episode.
Sure, I was serving as a facilitator and a judge… but the game almost entirely belonged to the players. So what the heck happened, then…? And why did it work? So the game seemed to succeed due to four things. Somehow, the players were able to contribute to the shared reality at least as much as the game master. Finally, those old episodes from the seventies seem to be a really good fit for gaming.
This was all surprising to me. Hopefully this information will be useful in helping you plan your own Doctor Who game. Or even better… maybe it can help you not plan for your Doctor Who game! My standards are probably pretty low for declaring that folks had a good time at a con rpg. Nobody flipped the table, over anyway…! But seriously… it was pretty gratifying to see a guy clutching his character sheet and talking about running him again next year.
As to the exact episode I adapted for the game… that piece of information will be revealed in issue 20 of the Diary of the Doctor Who Role-Playing Games fanzine. I know, I know… the suspense will kill you…! Hopefully the back issues there will tide you over for a while….
If character generation can be completed in half an hour, then the benefits are worth it. The real tough choice is whether to be pretty good at several things or awesome at a few.
I can completely relate to this post. I was intimidated by these rules as a teenager. If you had a question with one of those or were unsure of something it seemed like there were plenty of people to turn to for assistance. I did wind up taking the Dr. Who books along with me when I was in the Army. I read through them as an adult and made up some characters — never did get a chance to play — but I remember wondering why I thought it was so hard.
You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account. You are commenting using your Facebook account. Notify me of new comments via email.
Notify me of new posts via email. In an attempt to give the players the full FASA Doctor Who experience, I let them make their own characters instead of giving them pre-gens. The character design process immediately engaged the players. They were cooperating from the start because individual characters could not get every single skill. The payoff of having the players make their own characters continued throughout the game. If my scenario design or game mastering ability was ever mediocre, the players were still playing their characters.
No matter what else was happening, the players just seemed to take satisfaction from this. And in the course of the game, the characters continued to develop and come into focus. Players were intimately familiar with the new series, but not experts on all the classic episodes. I lucked out in that no one had seen the episode I was using as the basis of the game. Nobody played any characters from the TV show.
Our game was set before the new series, so there were any number of Time Lords running amok. It really is carte blanche to be anybody, go anywhere, and do anything.
A lot of people decry the complex combat system in the game, but at the convention table with the pressure of having to entertain new players all that seemed to survive of it was the initiative system, AP costs for movement, and attack rolls. Players in this system are immediately competent, unlike a lot of other role playing games from the mid eighties.
Interestingly enough and in keeping with the source material , the non-combat oriented characters found plenty to do in combat situations besides combat actions. Skills got checked… and sonic screwdrivers got used. Finally, the strangeness and the epic sweep of the classic episode that I used for the adventure was so mind blowing… the players seemed content just to gradually figure out what was going on and why.
Once they had accomplished that, they had their own ideas about how the story should conclude. All of my elaborate game design ideas stayed safely in my notebook— the players designed their own adventure. Share this: Email Facebook. Like this: Like Loading Charlie Warren March 2, at pm I can completely relate to this post. Donald December 17, at am Now I want to know which episode of classic Who…. Leave a Reply Cancel reply Enter your comment here Fill in your details below or click an icon to log in:.
Email required Address never made public. Name required. RSS feed. Follow Blog via Email Enter your email address to follow this blog and receive notifications of new posts by email.
The Doctor Who Role Playing Game
Home Post new thread What's new Latest activity Authors. Wiki Pages Latest activity. Resources Latest reviews Search resources. EN Publishing. Log in Register. Search titles only. Search Advanced search….
FASA Doctor Who RPG
The game allows players to assume similar roles to the Doctor and his companions or as agents of the Celestial Intervention Agency. The game was based on the programme and used it as its primary source material. The main set of three rulebooks was followed by several separately published adventures and supplements for the game, which provided details about the Daleks , the Cybermen and the Master. The supplements contained two pamphlets, one for players and another for game masters. The game came out in two printings, one showing painted artwork of the Fourth Doctor and Leela the other a publicity photograph of them. Neither the Fourth Doctor or Leela, at that date, still appeared in the series.
The entire milieu was a bit daunting. And yet… occasionally there are crunchy, essential rules laid out there that are so important that you cannot understand the Game Operations Manual without them. So next I needed a scenario. The cost for some of the old supplements for the game are just plain crazy anymore— there was nothing for it but to roll my own. I picked an old Classic Doctor Who episode off of Netflix and watched it.
FASA Doctor Who RPG Resource Site
Unlike other fictional universes, the Doctor Who universe is created solely by fiction. To us, this is not a valid source. Information from this source can only be used in "behind the scenes" sections, or on pages about real world topics. Players could either assume the role of the Doctor and his companions or of other Time Lord characters accompanied by his or her companions and acting on behest of the Celestial Intervention Agency on Gallifrey. The Master has stolen a weapon that will give him the ultimate control of the universe and of time itself. The Daleks are invading Earth. The Cybermen are terrorising the space lanes.