Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Thursday, May 25, 2023

Reviews: Doctor Who RPG supplements

 A few quick ones now. I grabbed these to review because I wanted some of the Cubicle 7 books I knew would be good in emulating a FASA Doctor Who like game. So more UNIT, more CIA (Celestial Intervention Agency), and more aliens.

In all cases here I am reviewing the PDFs

Doctor Who: Aliens and Creatures
Doctor Who: Aliens and Creatures

Six PDFs in one ZIP file. 220+ pages total.

From the 10th Doctor era. What grabbed me first about this book was how well it looks with other Doctor Who books from other sources. This is due to the BBC mandated trade dress. While it means every era of Doctor Who will give us a different look (and core book) it also means that the books my kids were buying at school book fairs (wow, that was a long time ago!) will look great on the shelves next the RPG books. 

This package includes:

  • 138 page rulebook detailing many of the creatures faced in the Doctor's adventures, including the Cybermen, Cult of Skaro, Davros, the Weeping Angels and the Hath, additional rules for creating your own creatures both as enemies or as playable characters, and a system for creating new worlds for your adventures to take place on
  • 32 page Adventure book, featuring a whole new ready-to-play adventure and many ideas for additional stories
  • New gadget cards
  • Additional Story Point Counters
  • Detailed Creature Cards for easy reference

All to work with your 10th Doctor boxed set. The same level of art, design and layout given to the core game is here, making it one of the more attractive games out these days. Perfect for the Doctor Who gamer and the Doctor Who fan alike. And an excellent source of new things to run away from! 

This is a great product, full of all sorts of monsters, aliens, and other creatures primarily from the new version of Doctor Who (but some old favorites are still there). It was nice to have writeups for various Daleks, Cybermen, Catkind, Sontarans, and more. There are even more Traits and pre-built Trait packages given to aliens.  Along with aliens come their worlds, we have more detail on these as well. So you don't have to stick to Earth!

The adventure book (32 pages) has two ready-to-go adventures using these new creatures; and plenty of ideas on how to use the others. 

Some printing will be required for the cards and story point counters, but that is minimal. 

Despite the "trade dress" this can be used with any version of the Doctor Who RPG from Cubicle 7.

Defending the Earth: The UNIT Sourcebook
Defending the Earth: The UNIT Sourcebook

PDF. 160 pages.

This book comes to us from the Matt Smith/11th Doctor era but it has call back to the 3rd, 4th, 7th, 10th, and more Doctors. Even the cover features UNIT officers from those periods.

Like all the Who books, this one is full color. While it skews more to the new Who series, there is a lot of Classic Who material here including stats for the 3rd Doctor (Jon Pertwee).

The UNIT (United Intelligence Taskforce) is tasked by the UN with protecting the Earth from Alien threats. This book allows you to create UNIT bases, and personal and comes with two sample adventures.

In many ways, a UNIT-based game can be more interesting than a Doctor-based one. In this, everyone can have a nicely defined role. You have field scientists, soldiers of all sorts, and even civilians.

Among the features of this book are the expanded firearms and mass combat rules. The History of UNIT. Personnel includes plenty of new traits for the military, science, and civilians. And two UNIT-based adventures.

This is one of my favorite sourcebooks for DW so far. Not just because of the limitless possibilities, but also because there is more attention paid to the older series than other books (note I am not saying this is a flaw of the other books, but it is a nice feature of this one).

I also see this as one of the more flexible books. You can set up a small UNIT command base and let the wackiness ensue. In fact, my own playtest adventures with DW could easily be converted into a UNIT game. Think back to the 3rd Doctor's adventures; these were mostly Earth based with UNIT. All of those are great ideas for a game. Or even the Sarah Jane Adventures.

As with all books in this line, it is full color, well laid out, and full of stills from the show.

Doctor Who - The Time Traveller's Companion
Doctor Who - The Time Traveller's Companion

PDF 242 pages.

Again from the Matt Smtih/11th Doctor Era.

Now here is a book we would have LOVED to have had back in the FASA Doctor Who era. Everything we know about Gallifrey to date (well...to the date of this publication).

This product, like other supplements, is a bit freer with its use of material and image from the Classic series. So while the "trade dress" is the 11th Doctor, all the Doctors are featured here.

This book covers Gallifrey. It's history, it's culture, and of course, the Time Lords. This history by the way is great. We get deep cuts like "The Dark Times" and Morbius. Though only brief mentions of the Racnoss, the Great Vampires and the Carrionites in the Time Lord history. Interesting aside. All these early enemies of the Time Lords; spiders, vampires and witches respectively, all feature into the fears and horror tales of humans. Coincidence? 

There is even a little bit on the Time War here. 

Essentially if there is a Doctor Episode that featured Gallifrey or Time Lords it has representation here.  

We get updates/expansions on Time Lord Character creation. This includes character creation based on which of the great academies the Time Lord comes from. Nice touch. There are even expanded regeneration rules here that predict how the War Doctor would be. 

A brief overview of Time Travel is next. We get a good (ok better) explanations of the Blinovich Limitation Effect, or, "Why You Can't Cross Your Own Time Stream" and the Time Differential. Though the time differential is a good way to help explain how the Doctor never really knows how old he is. 

There is coverage on Vortex Manipulators, Time Corridors, Time Scoops, Time Dams, even "primitive" time travel machines. 

Updated information on TARDISes, including how to build your own in the game. Here things like the "Symbiotic Nuclei " of the Two Doctors episode is explained in 11th-Doctor-era terms and ideas. 

Several TARDIS templates are given from Ancient (Type 1 to 29) to Decommissioned (Type 30 to 59, The Doctor's TARDIS is Type 40), Modern (Type 60 - 89, used by The Rani and the main TARDISes of the Time War), and Advanced (Type 90+).  Like Characters, TARDISes have attributes and traits. 

Lastly, there is a Gamemaster section, divided into four chapters.

This covers not only running a game, but things the GM needs to know that the players should not. These are details like what tyrant the Great Rassilon was, how Omega survived, how Morbius escaped Time Lord justice, the War Chief, and the workings of the CIA. 

There are the hidden files about the weapons of the Time War (the Moment had not been created in the show just yet) and other monstrosities. 

We get some other Time Lord Renegades from the show, Drax, The Monk (separate now), the Rani, Romana, and even the new regeneration cycle of the Master.

More details on travelling in time and how to deal with players being...well, players in this. 

There is even a TARDIS controls diagram that reminds me of the 1980s Doctor Who Technical Manual which also works as a TARDIS character sheet.

--

These books are not required but certainly ad a LOT to your Doctor Who games. If your goal is to build a game that is more akin to what we used to do with the old FASA Doctor Who games, then these are the best places to start.

Review: Doctor Who Roleplaying Game 12th Doctor Hardcover Edition

Doctor Who: Adventures in Time and Space12th Doctor Hardcover Edition
A new cycle of regenerations, and we get a new Doctor! By now you know that means we get a new Doctor Who RPG book.  This time it is still a hardcover. Much like the Doctor himself, appearances have changed, but what matters on the inside has stayed the same. 

Doctor Who Roleplaying Game 12th Doctor Hardcover Edition

256 pages, full color.

A few things to note about this version of the game.

First, "Adventures in Time and Space" is gone from the title. That is fine; by this point people should know what Doctor Who is all about.

Secondly, this edition/variation is the same as the Doctor Who: Adventures in Time and Space Limited Edition Hardcover Edition I discussed already.  So everything that is true for this is true here save that the artwork is predominantly from the Peter Capaldi era of the 12th Doctor.

The Characters in this one the 12th Doctor, Clara Oswald, Danny Pink, Madame Vastra, Jenny, Strax, Kate Stewart, Osgood, Saibra, Psi, Courtney Woods, Rigsby, Robin Hood, and Journey Blue.  No Bill Pots or Nardole however.  The extra characters come in at the expense of a page or two of ads. No loss.

The Chapter titles are different, but otherwise, this is the same book. 

I did not grab this as a hardcover, but I did get the PDF.

Wednesday, May 24, 2023

Review: Doctor Who: Adventures in Time and Space Limited Edition Hardcover Edition

Doctor Who Limited Edition
The year is 2013 and the place is TNP (oops, sorry wrong RPG) Earth. Doctor Who is celebrating it's 50th anniversary and there is a big to do to be had. We see the 8th Doctor regenerate, not into the 9th Doctor, but the War Doctor. We see the final days of the Time War. We get to see ALL the Doctors (some via archival footage) come back to save Gallifrey. And we even get a special sneak peak at something that has not paid off till now, 10 years later.  In the RPG scene, Cubicle 7 releases a new Doctor Who RPG limited edition printing. This time it is a full-color hardcover rule book. 

Doctor Who: Adventures in Time and Space Limited Edition Hardcover Edition

Hardcover and PDF. 256 pages, full-color covers and art with color and black & white photographs.

For this review, I am considering my hardcover version and the PDF from DriveThruRPG.

Ok. I want to state outright that the rules in this game are really no different than the previous two boxed sets that I have covered. If you have either or both of those there is not a lot of new you will find here. That is ok. Let me explain why.

Prior to this volume, the rule books were focused mostly on the current Doctor. This is a trend that will continue on to and likely past the Second Edition of the game. This edition, while still using the BBC trade dress for Matt Smith's later (and last) seasons, brings in photos and imagery from all the past Doctors.  This makes this book feel more like a full Doctor Who game, something I have not felt since the FASA books. The content still favors the NuWho series but there is enough here and there to get a real feeling of depth and history. The character sheets are the same 11th Doctor format for example.

The Doctors

Secondly, and just as importantly, this is a hardcover book. It is sturdier than my 10th Doctor softcovers, but of course, no dice, no sheets, and no extras that you get with a boxed set. It does have a solid Basic vs. Advanced feel to it that I like, and one that is formalized for the Second Edition. 

Bigger on the Inside

The Doctors

As I mentioned, the rules here are not unchanged from the previous printings of this game, they are reorganized a bit. There are some edits and as expected things that happened in the series more recently are in the forefront here. 

The obvious strength to this new presentation of the rules is it combines what had been in the Players and Gamemasters sections into one. In the 10th and 11th Doctor's books the Gamemaster's Section repeated some information from the Player's sections. Here they have been integrated into a whole.

Chapter One: The Trip of a Lifetime

This is our introduction to the Doctor, RPGS, and this RPG in particular. Introductions on who the players are and the Gamemaster as well as how to use this book. There is also an example of play. 

Chapter Two: Travellers in the Fourth Dimension

This is our character creation chapter. Here we cover the types of characters that can be played. The assumption is still Time Lord + Human Companions, but other variations are also mentioned, like No Time Lord At All, UNIT Squad/Torchwood team, and others. 

We start with detailing the Attributes of the character, or the qualities of a character that are typically fixed. These are Awareness, Coordination, Ingenuity, Presence, Resolve, and Strength. Similar to the "Basic 6" of many RPGs.  All these are scored from 1 to 6 with 1 being the human minimum, 6 the human maximum, and 3 being the average. Time Lords and other aliens can go beyond these.  These are bought on a point-buy system.

Traits are the qualities of a character, good or ill. There are Minor Traits (Animal Friendship, Attractive), Major Traits (Boffin, Fast Healing), and Special Traits (Alien, Cyborg, Time Lord). Like Attributes, you spend Character Points to buy these. Some can be good or bad traits, and some can be Minor, Major or Special depending on how they are "bought" in character creation. "Friends" can be minor or major depending on the friend in question. "Hypnosis" can be minor, major or special depending on how powerful it is. 

Skills are also purchased with Points. There are only 12 skills, unlike modern D&D and more like Unisystem, skills can be combined with any attribute as appropriate. 

Chapter Three: I Walk in Eternity

This covers running the game and the basic rule(s).

            Attribute + Skill (+Trait) + 2d6 = Result; Compare the result to a Task Difficulty.

That is the guiding principle for the entire game and it works really, really well.  Your average Difficulty is 12 but it can be as low a 3 (super easy) or 30+ (near impossible). Contested rolls are introduced and the all-important Story Points (the little cardboard counters).

It gives us some details on the Task Difficulties; 3 for Really, Really Easy, 12 for Average, and 30 for Nearly Impossible. Additionally, there are thresholds if you roll above or below the set difficulty levels. So, for example, if you score 9 points above the roll needed, something special can happen, like extra damage or something.  Likewise, if you roll poorly, something bad can happen.

The rolls, much like in Unisystem, become easier with practice, and soon you won't need any guides at all. 

Contested rolls, rolls where your character is being prevented from success are also covered. The biggest example of this is combat.  Example situations are given and which skills can or should be used. This is a good way to rule these since Doctor Who is not really about combat. "Combat with words" is more important and can even stop physical combat. Though there are weapons detailed here and how deadly they are.

Chapter Four: A Big Ball of Timey-Wimey Stuff

While the first three chapters can apply to every game, the is the chapter that is quintessentially Doctor Who. This covers not just roleplaying, but roleplaying in Time Travel games. Here we get a lot of advice on how, well, to keep gamers from being gamers and avoiding paradoxes. 

We get some background on Time Lords and TARDISes. Not encyclopedic details mind you, but enough to keep players and gamemasters happy. This covers dealing with damage to Time Lords and regeneration. 

The section on TARDISes is updated, reflecting notions and ideas seen in the show at this point. 

Chapter Five: All the Strange, Strange Creatures

Here we get to all the aliens. While some are certainly foes to be fought (Daleks, Cybermen) there is a lot here that run the spectrum of friend to fiend.  Creatures use the same stats as characters. So it is expected that there are some "Alien Traits" here as well. These work just like Character Traits, but are typically not bought by characters. 

Plenty are covered here, but there is an emphasis on ones that have appeared more recently and ones that have appeared in both the new and classic series. So for example the entry on the Great Intelligence not only covers the "Servers" and eyeless men from the 11th Doctor, but also the Yeti from the 2nd Doctor. There are old and new Ice Warriors. We get the Master in both his John Simms and Anthony Ainley depictions. 

The Master

Old and new Autons. Silurians and the Sea Devils. It's not every monster or alien, but it is a good selection of "Greatest Hits." There is also enough information here to make your own. 

Plus it is one of the best places to see all the variations of Cybermen and Daleks all in one place. 

Chapter Six: Hold Tight and Pretend It's a Plan

This covers good roleplaying and how to play in a Doctor Who game. We also get tips on being a good Gamemaster here. 

Chapter Seven: The Song is Ending, But the Story Never Ends..!

This is our Gamemaster chapter. This includes where (and when) to set them and a basic 5-act adventure formula. Other tips and tricks covered are personal story arcs (think Donna or Clara), cliffhangers, two (or three) part stories, and more. 

In this version, we also get some Adventure Seed ideas. These are great since each one focuses on an earlier regeneration of the Doctor.

Appendix: Journal of Impossible Things

Character sheets. We get the 11th, 10th, and War Doctors. Clara, Amy, Rory, River, Rose, Sarah Jane, K-9, the Brigadier, and his daughter Kate.  There are also archetypes, UNIT Soldier, Scientist,  Rock Star, and Adventuring Archaeologist. A blank sheet, and a cheat sheet. 

There is also an index.

While rule-wise there is nothing "new" here this feels like a good solid revision and has been my "go-to" book for Doctor Who for some time now. 

If you are a classic Doctor Who fan and want to play the "new" RPG then this is a great place for you to start. This is true especially of anyone coming to this game from FASA Who. You will need to get some dice, but since the game uses 2d6 exclusively that is not too hard to do. 

Tuesday, May 23, 2023

Review: Doctor Who: Adventures in Time and Space, 11th Doctor Edition

Doctor Who: Adventures in Time and Space, 11th Doctor Edition
We start a new decade of the 2000s with a new Doctor, Matt Smith as the youngest actor to ever play the role (to date) at 28 years of age and a new printing of the Doctor Who RPG to reflect the new BBC trade dress for the new Doctor.

I did not pick this one up in print since the contents are largely the same as the one for the 10th Doctor, minus some minor details. 

I did pick it up in PDF from DriveThruRPG

Doctor Who: Adventures in Time and Space, 11th Doctor Edition

This version is pretty much the same as the 10th Doctor version.  Much like the Doctor himself, changed on the outside but fundamentally the same thing inside.

The differences are largely cosmetic from what I can recall from when I first bought it and my recent delving into has not really changed much in my mind.

There is more focus in the art of the 11th Doctor and his companions. The character sheets are now landscape instead of portrait, so there is that. 

One area that is new is the Adventures book. There are two new adventures that replace the two adventures in the 10th Doctor version. 

Cubicle 7 did release an "upgrade pack" for free for people that have the 10th Doctor books and want to have the changes from the 11th Doctor book. It contains:

  • New aliens and creatures (from the Gamemaster's Guide, 32 pages)
  • New gadget cards
  • New character sheets.
  • New pre-generated character sheets for the Eleventh Doctor and companions.  (11th Doctor, Amy, Rory, River, and Craig Owens)
  • New archetype character sheets, partially generated characters for you to quickly personalize and use. (UNIT Soldier, Scientist, Rock Star, Adventuring Archaeologist, Footballer, Politician, and Alien)

Worth it to grab really. If you don't mind abusing your color printer a bit you can print these off and stick them into your 10th Doctor boxed set. I think I saw an 11th Doctor set though at my FLGS recently.

Which one to buy?

All things being equal, buy the one of the Doctor you like the most. If you are looking for print then your choices are more limited since both are technically out of print. Though the PDFs of both are still available.

Monday, May 22, 2023

Review: Doctor Who: Adventures in Time and Space

Doctor Who: Adventures in Time and Space
The first decade of the 2000s gave us a new series of Doctor Who starting in 2005. The 9th Doctor, played by Christopher Eccleston, was, in his own favorite word, fantastic. He re-introduced the character to both new and old audiences. It can be argued that the show, and new fandom, really took off with David Tennent's 10th Doctor. In 2009 British RPG publisher Cubicle 7 released its first Doctor Who game. Like the show it was based on, it was a huge success.

A couple of points I want to clarify first.

I am reviewing my boxed set here AND the PDF from DriveThruRPG. There will be differences, so I will point these out.

I was on the playtest for this game as I have mentioned in the past. Plus Dave Chapman and a fe of the Cubicle 7 guys were also play testers for my Ghosts of Albion game. We communicated often in the time Doctor Who, Ghosts, and Chapman's other RPG Conspiracy X was being developed by Eden Studios. 

Doctor Who: Adventures in Time and Space

262+ pages. Full-color interior and covers. Print: soft-cover books in a boxed set. Digital: Seven PDFs in a Zip file.

This is the first of many printings of the C7 Doctor Who game. A good way to differentiate from one to the other is by which Doctor appears on the cover. This is the Tenth Doctor's cover.

The Boxed set features two softcover books; a Player's Guide and a Gamemaster's Guide. Several cardboard "story point" tokens, a "Read Me First" booklet, several character sheets, and gadget sheets. All of these are also present in PDF form. The Boxed set additionally has a set of six d6 dice to use in the game. The dice are also available separately.

Doctor Who RPG Box CoverDoctor Who RPG Box Cover

Player's and Gamemaster's Books

Read This First - How To Play

This four-page booklet covers the really basic basics. It is written with the Doctor Who fan in mind and not the average role-player. So we cover questions like "where is the board?" and "how do I play?"

Inside the 10th Doctor's character sheet is broken down. It is recommended that starting players use one of the pre-made characters in the box, but there is nothing saying you can't use your own characters. 

The "Basic Rule" is covered here. 

            Attribute + Skill (+Trait) + 2d6 = Result; Compare result to a Task Difficulty.

That is the guiding principle for the entire game and it works really, really well.  Your average Difficulty is 12 but it can be as low a 3 (super easy) or 30+ (near impossible). Contested rolls are introduced and the all-important Story Points (the little cardboard counters).

You are directed next to the Adventures Book.

Adventures Book (and Characters)

This is a 32-page book of easy to start with adventures. They include "Arrowdown" with some monster form Autons (very clever), "Judoom" a short adventure inside a Judoon cruiser, and a bunch of adventure seeds to give you some starting points. All the rules needed to run these adventures are self-contained. 

For these adventures, it is recommended that you use the provided characters. These include The 10th Doctor, K-9, Sarah Jane Smith, Rose Tyler, Martha Jones, Donna Noble, Mikey Smith, and Capt. Jack Harkness. Additionally, there are some "pre-gens" for players to customize on their own. These include a Medical Doctor, a Musician, a Student, a UNIT Soldier, a Torchwood Operative, a Scientist/Inventor, and a Journalist. There are also six blank character sheets for your own creations.  The "named" sheets are printed on slightly heavier stock than the pre-gens or the blank sheets.  

There are also gadget sheets, both filled out and blank.

Character Sheets

Character Sheets

Character Sheets

Gadget Sheets

Doctor Who RPG the Player's Guide
The Player's Guide

These are the rules of the game proper. This is a 86-page soft-cover perfect bound book. Mine is getting on so the binding is coming loose, but nothing that I didn't expect for a book that is nearly 14 years old (which is old for a Sontaran!). 

Chapter One: The Trip of a Lifetime

This chapter begins with some set-up fiction. Only two pages. We get another recap on the basics; Who is the Doctor, what is roleplaying, what is a Gamemaster, and the like. As well as how to use this book in the game.

This chapter sets up the game rather well. Imagine going anywhere, anytime, past, present, or future. 

Chapter Two: The Children of Time

This covers the characters of the game. From playing your own to games with no Time Lords at all! We start with detailing the Attributes of the character, or the qualities of a character that are typically fixed. These are Awareness, Coordination, Ingenuity, Presence, Resolve, and Strength. Similar to the "Basic 6" of many RPGs.  All these are scored from 1 to 6 with 1 being the human minimum, 6 the human maximum, and 3 being the average. Time Lords and other aliens can go beyond these.  These are bought on a point-buy system.

Traits are the qualities of a character, good or ill. There are Minor Traits (Animal Friendship, Attractive), Major Traits (Boffin, Fast Healing), and Special Traits (Alien, Cyborg, Time Lord). Like Attributes, you spend Character Points to buy these. Some can be good or bad traits, and some can be Minor, Major or Special depending on how they are "bought" in character creation. "Friends" can be minor or major depending on the friend in question. "Hypnosis" can be minor, major or special depending on how powerful it is. 

Skills are also purchased with Points. There are only 12 skills, unlike modern D&D and more like Unisystem, skills can be combined with any attribute as appropriate. 

Chapter Three: Allons-y!

This takes us back to our basic rule and expands on it. It gives us some details on the Task Difficulties; 3 for Really, Really Easy, 12 for Average, and 30 for Nearly Impossible. Additionally, there are thresholds if you roll above or below the set difficulty levels. So, for example, if you score 9 points above the roll needed, something special can happen, like extra damage or something.  Likewise, if you roll poorly, something bad can happen.

The rolls, much like in Unisystem, become easier with practice, and soon you won't need any guides at all. 

Contested rolls, rolls where your character is being prevented from success are also covered. The biggest example of this is combat.  Example situations are given and which skills can or should be used. This is a good way to rule these since Doctor Who is not really about combat. "Combat with words" is more important and can even stop physical combat. Though there are weapons detailed here and how deadly they are. Afterall no one can talk a Dalek out of being a Dalek. 

Chapter Four: Two Worlds Will Collide

This covers the ins and outs of good Roleplaying. There is also another character sheet here to copy (print) or print out (pdf).

Doctor Who RPG the Gamemaster's Guide
The Gamemaster's Guide

This book is for the Gamemasters naturally. Not that Players can't read it. This book is also a full-color, perfect-bound softcover book. It is 140 pages.

The first four chapters here parallel the four chapters of the Player's book. 

Chapter One: Next Stop, Everywhere!

A brief recap of the basics and what this book is for.

Chapter Two: The Stuff of Legend

Covers character creation from a Gamemaster point of view. This includes different types of groups (Doctor and Companions, Unit or Torchwood Groups, and more). We also get some details on how the various Attributes work with examples of seven levels (1-6 for humans, 7+ for others). 

Traits are likewise discussed since they provide the most differences between characters and character types. All the traits are covered again, but in briefer, "rules only" formats. Same with skills.

We also get some "Technology Levels" TL. I will have to go back and see how well these map onto other RPGs, in particular the FASA Doctor Who and Traveller. For the record Earth of Doctor Who is TL 5, we are closer to TL 4.75 I think.

Chapter Three: The Long Game

Covers running a game. This includes when to roll (and when not too) and how to judge rolls and difficulty levels.  While not a combat-focused game there is lot of text dedicated to it since that is the place where rolls will happen the most. 

We get a section on using and regaining Story Points and experience. 

Some equipment is also covered here. 

Chapter Four: A Big Ball of Timey-Whimey Stuff

Covers not just roleplaying, but roleplaying in Time Travel games. Here we get a lot of advice on how, well, to keep gamers from being gamers and avoiding paradoxes. 

We get some background on Time Lords and TARDISes. Not encyclopedic details mind you, but enough to keep players and gamemasters happy. 

Chapter Five: All the Strange, Strange Creatures

Ahh. Here is our chapter on all the Aliens. While some are certainly foes to be fought (Daleks, Cybermen) there is a lot here that run the spectrum of friend to fiend.  Creatures use the same stats as characters. So it is expected that there are some "Alien Traits" here as well. These work just like Character Traits, but are typically not bought by characters. 

Chapter Six: You Are Not Alone

This covers the role of the Gamemaster and what they do in the game. There are some resources shared here for gamemaster including other Doctor Who books out at that time. 

Chapter Seven: The Oncoming Storm

This chapter covers running adventures. This includes where (and when) to set them and a basic 5-act adventure formula. Other tips and tricks covered are personal story arcs (thin Donna or Clara), cliffhangers, two (or three) part stories, and more.

It is a great starting point for all GMs.

Doctor Who: Adventures in Time and Space really is a wonderful game and the best Doctor Who game to date. It is easy to see why it has had such staying power. The rules are simple, easy to understand, but infinitely flexible. They emulate the genre very well and can be used to in a variety of situations. 

The rule system is such that it could be powering other games as well.  It did, for a while, with games like Primeval (no longer available) but I am not sure if it is used elsewhere now. 

Honestly, it is one of my favorite games.

Tuesday, May 16, 2023

Review: Time Lord the Doctor Who RPG

Time Lord
The year is 1991, and the FASA Doctor Who game is out of print. Equally less likely to see a resurgence is the Doctor Who series. In 1989 Sylvester McCoy, who had signed on as the 7th Doctor in 1987, was featured in the last "Classic" Doctor Who episode, "Survival."  The Doctor's future on BBC Television was in serious doubt.  

The Doctor had seen something of a resurgence in the Sylvester McCoy years leading to Virgin Books (founded by Richard Branson) to continue the story of the Doctor and Ace in the "New Adventures" series. The novels were very popular among Doctor Who fans, even if they took some liberties with the established lore of the show. Though some ideas (like the Time War and Other) would find new life in the 2005 reboot of the series.  But that is for another discussion.

While Virgin saw success with the novels, they found getting into the RPG market a little more difficult. They released Doctor Who Time Lord with the subtitle Create your own adventures in time and space in 1991. The book was in an A5 (148.5 x 210 mm or 5.8 x 8.3 inches) format as a novel. The authors were Ian Marsh and Peter Darvill-Evans. Both of whom had solid RPG and Doctor Who credentials.  The game has been out of print for a while, but the authors had released a copy of it online. You can still find it if you know where to look. I compared it to my print copy, and they were identical save for some updates to include the then-new Eighth Doctor. 

Time Lord

1991. 288 pages, A5. Color covers, black & white interior art and photos.

The presentation for this game is an odd one, since it came from a novel publisher rather than an RPG one. 

PART ONE: DOCTOR WHO: A Legend In Its Own Primetime

This covers the history of the Doctor Who programme from 1963 to 1989. It gives us details on the seven actors to play the Doctor. We are introduced to some concepts in Doctor Who like the TARDIS and the Companions as well. There is also a short story, The Necromancers, that is referred too later in examples. 

PART TWO: Role-Playing: What It Is And How To Do It

This covers the basics of RPGS including a history lesson complete with nods to Dungeons & Dragons. It is not a bad overview really. Designed mostly I think for Doctor Who fans that are not roleplayers already. There is a solitare adventure you can play, Switchback, with the characters Jamie and Tegan as your examples. I am just trying to imagine a situation where these two would be working together. It is more or less like a "Choose your own Adventure" sort of deal. Similar to the one found in the D&D BECMI Basic book, but you won't be carrying Tegan's lifeless body back when you are done.

PART THREE: How To Role-Play A DOCTOR WHO Adventure

This covers the basic rules of Time Lord. The system uses two six-sided dice (like the other DW RPGs) but in this one you take the difference to get your number.  So the results will be 0 to 5, with 5 (6-1) being the best role. You compare an ability to a difficulty set by the Referee. If your Ability score is lower than the difficulty score then you must roll and score higher than the difference.  So if your ability is Strength 3 (average) and the difficulty for a test of strength is a 5 then you need to roll a 2 or better. Difficulty can be adjusted as the Referee needs. There are some examples given in the book and appendix.

The Abilities include Strength, Control, Size, Weight, Move, Knowledge, Determination, and Awareness.  All (save Weight) have special abilities attached to them. The special abilities are all detailed and work like a combination of skills and advantages. 

Combat is covered, though Doctor Who is not a combat-focused game in any iteration, there is some here. It should be noted that in Time Lord, unless you are the Doctor, death is permanent. 

PART FOUR: The Cast of Thousands

This section might be where Time Lord shines above FASA's Doctor Who game. Here we have stats for all Seven of the Doctor's incarnations and all 29 of his companions, from Ace to Zoe. We also get a lot of aliens andvillains (though not sure why Sabalom Glitz is here, he is more of a comic-relief character). The Master and the Monk are two separate figures in this game.

The Seventh and Eighth Doctors

There is some coverage on various vehicles including space and time travel ones. Special attention is given over to the TARDIS as expected. 

There is even a section called "500 Year Diary" (something that just popped up in a recent Doctor Who episode I was watching too!) that briefly covers a few topics.

PART FIVE: The Never-Ending Script

This covers running a game. It also gives good examples of what the various levels of Abilities are. While humans range from 1 to 5, with 3 being average, the scale does go to 10. So for example a "comic book superhero" has Control 7 and a Time Lord like Rassilon has Knowledge 9.

There are plenty of examples of Difficulty modifiers and relative percents. So really there are some really great details here.  There are details and tips on creating your own adventures and a sample adventure The Templar Throne (or Curse of the Cyclops in the PDF) is provided.

APPENDIX 1: CREATING COMPANIONS

There are no character creation rules really in this game. The rule expects you will be playing the parts of one of the Doctors and his various companions. This Appendix though does give you guidelines on how to create your own companions. A sample companion, Alison, is given.

APPENDIX 2: SAFE COMBAT

This covers how to tone down the lethal-ness of combat.

APPENDIX 3: DESIGNER’S NOTES

Now this is pretty interesting. The designers talk about why the made the game the way they did and how to want to appeal to both sorts of fans, Doctor Who and RPG players. 

APPENDIX 4: ADVANCED CHARACTER CREATION

Now this is from the PDF version only. The print version does not have this. This addresses the original criticism that the game did not feature character generation rules. This takes the guidelines found in Appendix 1 and expands them to includes combined a point spread generation and a random number generation. This produces characters that are all roughly of the same sort of spread with some exceptional abilities thrown in. Much like the companions themselves.

Note: There are still no rules here for generating a Time Lord character. Unless that character is a Gallifreyian and a companion of the Doctor, like Susan or Romana. 

Both end with blank character sheets. The book also includes blank sheets for Aliens and Villian NPCs. 

Character Sheets

I had grabbed this PDF back in the dawn of the Internet and held on to it for years, not really knowing what I had had. It wasn't until I saw the Virgin book on sale that I finally put it all together.

The Time Lord game is very much a product of the 90s and the Virgin New Adventures here really shine through. Granted that could just be me reading into it all. I had a rather nice collection of those books, and it colored my view of the Seventh Doctor (for the better really). 

The game is not groundbreaking by any stretch, but it is much better than I originally gave it credit for and would have been great fun in the dry years following the Fox Doctor Who movie

Given the use of two d6s instead of grabbing them from your "Monopoly or Risk" games as the book suggests you can borrow some from it's sibling games that also use d6s.

Doctor Who RPGs


Wednesday, May 3, 2023

FASA Doctor Who RPG: Part 2, Review

The Doctor Who: Adventures in Time and Space RPG
As we talked about yesterday, the Doctor Who RPG from FASA was released in 1985/6 and consisted of three books and two d6s.  I'll cover each in turn.

Since yesterday I have discovered that while, yes, Colin Baker's 6th Doctor was not popular, that is not why his photos have been removed in the later printings, it was due to FASA not securing the rights to Colin Baker's (and the 6th Doctor's) images. 

A few more notes. The material is a bit all over the place, as was common with many game books of that time, so you need to jump from the Player's Manual to the Game Operations Manual. Not a big deal really, but feels unneeded these days.

The books are also presented in three-column format. And in case you forget, the logo for Doctor Who is at the bottom of every page.  Most of the art is either black-and-white screenshots or publicity stills from the first 25 years of the show and some art. The art varies quite a bit and a lot of it is repeated. Again, I find it hard to complain by comparing it to today's standards. Plus licenses are expensive. 

The Doctor Who: Adventures in Time and Space RPG

Michael P. Bledsoe & Wm John Wheeler & L. Ross Babcock III & Guy W. McLimore Jr
FASA 9001, ISBN 0931787904
1985
Out of Print

Book 1: Player's Manual

This 48-page book focuses on introducing new players to this RPG and Doctor Who, though it seems unlikely that anyone buying this doesn't know what Doctor Who is. This also covers character creation. 

Characters will be either a Time Lord from Gallifrey or a human companion. It is recommended that first time players choose a human companion. While the rules *could* adapt to other species of companions there are no real guidelines for it. But honestly human does account for at least 90% of all companions. Even "aliens" like Adric, Nyssa, and Capt. Jack. The only ones that were not human were K-9, Romana, Susan, and River.

All characters have six Attributes; Strength, Endurance, Dexterity, Charisma, Mentality, and Intuition. These would map onto the "Standard Six" pretty well. Attributes can range from 1 to 30, with human average of 6 to 10.  Additionally, these scores are grouped by Performance Levels (I to VII, "Handicapped" or "Unskilled" to "Mastery").  Skills are measured the same way.  Each skill is attached to an Attribute. A "Trivia" category even covers any skill not described. Some weapons are covered (largely thanks to Leela I think) but there is only a sampling. Weapons are deadly in Doctor Who.

Characters also gain a Special Ability (or more) to help set them apart. This can be things like the Master's ability to hypnotize.  

Other details like personality traits, appearance, and background are then worked out. 

There is a fiction section, Tabby Cats and Time Lords, that gives us a new Time Lord "Stan" short for "Alistanathcalebiviteth."  Obviously using Romana as the model here. And a new companion T.C. a cat burglar. They get involved with the Master, and Stan ends up regenerating right away.

From here we get into the details on how to make characters. 

Here we find that level (I to VII) grants bonus points (1 to 7) to skills.  Attributes all begin at 6 and players are given  36+2d6 points to divide up amongst the Attributes.  Then a 3d6 is rolled to determine what if any special abilities characters could have.  Plenty of examples are given along the way.

Even looks and personality traits can be randomly determined.

There is a section on combat, but Doctor Who is not a combat-focused show nor is it a combat-focused game. 

The Doctor Who game uses an Action Point system. Fairly routine these days, but it was fairly novel back then. This lets the players know what (and how many) actions they can take. 

This book ends with a bit on Regeneration for Time-Lord characters.

Book 1: Player's Manual

Book 2: Sourcebook for Field Agents

This 64-page book is simultaneously fascinating and irritating. The book largely works as the "Campaign Setting" for this game. First thing first, massive credit to the authors for trying to make sense of 25+ years of Doctor Who lore that is often contradictory and lacking in proper details. The book, even as a guide to Doctor Who, is fascinating. I also get irritated at some of the liberties taken with the lore. I understand WHY they had too, and why it is needed for the game. There are similar liberties that FASA takes in the Star Trek Game. Nothing here would impact my enjoyment of the RPG or the show, but some are just odd.  Example. Conflating the "Meddling Monk" with "The Master" as the same person. Something later media does not do. 

Of course, some things are nowhere near the fault of the writers, either of the show or the game. For example, we never made it to Jupiter in the early 2000s (interestingly enough, the same thing is predicted by Star Trek).

The focus of this book and indeed the "buy in" from the players and characters is the involvement of the CIA or Celestial Intervention Agency. This is a group of Time Lords that do meddle in the affairs of others and keep time flowing on it's proper course. They are largely ignored by the President and High Council of Gallifrey and are said to have been created by Rassilon himself. Since they are clandestine and "off the books," CIA field agents don't get top-notch equipment. Usually, they get what ever has been ignored in the repair bays. So these TARDISes are older and often have bits still malfunctioning. It makes it easier then for Game Masters to steer them where they want. 

I DO enjoy the game making Earth a "Temporal Nexus Point" within the game.   While this moves the spotlight away from Earth as the Doctor's favorite planet, it does help explain why the rest of the galaxy keeps picking on us. 

This book has an overview of all the creatures we have seen in Doctor Who to that point and detailed sections on some of the major creatures/aliens too. Namely the Daleks, Ice Warriors, and Cybermen. The Movellans keep getting attention here despite at that time only appearing in one serial. Since then they have only showed up as background elements in a Dalek fight. Not really on par with the Sontarans or the Silurians really if you ask me. 

Lists and descriptions of tons of equipment including the famous sonic screwdriver and the Master's Tissue compression eliminator. Honest the list feels like an expanded version of the Doctor Who Technical Manual.  There are broad timelines for both Earth and Gallifrey. Best just to avoid the whole UNIT timeline. 

The TARDIS Operations section is still surprisingly useful, even given all the things we have seen since. 

We also get some stats for all six incarnations of the Doctor along with a bio. We also get stats for 14 (or 15 if you count Romana twice) companions, with a focus on the most recent and most popular ones. Sorry Dodo and Polly.

This is the one book from this game that would still have some utility in other Doctor Who RPGs. Some minor edits would be needed to bring it in line with the modern series, but that is expected.

Book 2: Sourcebook for Field Agents

Book 3: Game Operations Manual

This 80-page book is the Game Master's book. One of the complaints I have read about this book is that a lot of the material in it is a repeat of material from the Player's Manual, but this is a feature, not a problem. 

It covers the basics of what an adventure is, what a campaign is, and how to craft adventures for your players. 

There is a good section on Judging Character Creation, which goes over the character creation options from the Game Master's point of view. While not explicitly said it lends itself very nicely to notion of a Session 0. 

The leads into judging various actions and what to do. Here the Interaction Matrix comes into play a lot. Modern games would likely have a sliding target number, but this chart is wonderfully Old-School. There are also plenty of examples of what can be done at each Attribute and Skill Performance Levels (I-VII).

There is repeated content on the various alien creatures here. I did recall that at the time I wanted these to be better edited so they took up less space more more importantly having all the information in one spot, but today I am fine with it. This way the players can keep a book nearby and the Gamemaster has their own book.

We also get a lot of detail about time travel (naturally) and TARDIS systems. This in and of itself is a great read.

Book 3: Game Operations Manual

Overall and Closing Thoughts

I do have to hand it to the authors, designers, and the folks at FASA for trying to untangle a mass of self-contradictory histories from within the show.  

The game is still very playable to be honest and has a lot going for it. I think play wise it would be far too crunchy for many modern players, especially when there is the fantastic Cubicle 7 game that is still available. But that doesn't mean you still can't use these books.

The Sourcebook for Field Agents is still a great read as a Doctor Who book, not just an RPG. And there is still good advice here for Game Masters of every sort, not just Doctor Who (whatever RPG) ones.

It is great to have this and I am looking forward to seeing what I can do with it in the future.

Still, though. Pity how the 6th Doctor was done wrong here.

The missing 6th Doctor


Tuesday, March 28, 2023

Review: Blue Flame, Tiny Stars

Blue Flame, Tiny Stars by Stephen Wendell
I was on Mastodon a while back (and I really do need to do more over there) and I struck up a conversation with Stephen Wendell.  He was promoting his new book Blue Flame, Tiny Stars, and I asked for a copy, which he happily sent me.  I got it in the mail about a month ago and I finally sat down to read it.  Honestly it was hard to put down.  While he was not expecting a review when he sent it, I said I would review it. So here it is. 

Blue Flame, Tiny Stars

Blue Flame, Tiny Stars, or more properly, "Blue Flame, Tiny Stars: A Memoir of Early Experiences Playing the Holmes Edition of the World’s Most Superlative Role-Playing Game" by Stephen Wendell, is a memoir of one man's first experiences with Dungeons & Dragons. 

Stephen's story here is a familiar one. I could have recounted a very similar tale of the summer of 1980 after being exposed to D&D back in December of 1979. But his tale is an earnest one and an engaging one.

The sales pitch for this book includes the line "Warning: Reading this book will make you want to play D&D!" and that is 100% true. Reading through Wendell's recollections of his first encounter with D&D, via the Holmes Basic Rules (same as me) made me want to pull out my Holmes set and roll up a new character. It reminded me of summer days coloring in my own dice with a white crayon and then playing games at night with my brother or friends. 

This is not a long book, a little more than 30 pages. It also reads much faster than its size would suggest because it is so engaging. Wendell manages to do something rather magical here. He engages you in his own discoveries and makes you recall your own at the same time. It is not just a fantastic new tale; it is a fantastic OLD tale that you already know. 

I have talked a lot about Holmes Basic and its enduring appeal. This book is a love letter to that set and that time. 

Holmes Basic

The book is on sale in lots of places, and Wendell sells it in a variety of formats (print, pdf, epub), all at Pay What You Want (at DriveThru).  But seriously, find the suggested price and pay more than that. 

Regardless of what you pay for it or how long it takes you to read it do pick this one up. Especially if you started as part of the "Second Generation" of Gamers that did not learn from war games or from the ancient masters. We taught ourselves or learned from others that also taught themselves. This is the group that both Wendell and I (and likely many of you) claim membership in. 

Props also for including the quote from Carl Jung. Seriously was this book custom-made for me? We even have the same dice.

Polyhedrons

If you are part of that Second Generation, then you owe it to yourself, or at least that 9-11-year-old version of yourself, to pick up this book. It is more than just a nostalgia grab. It is the real thing, and I am happy to have it.

I am sticking my copy inside my Holmes boxed set where it belongs.

Thursday, December 15, 2022

Review: HYPERBOREA Products

Atlas of Hyperborea
A few newer products for HYPERBOREA I have picked up recently. Some came with the Kickstarter, others I picked up.

Atlas of Hyperborea

PDF and softcover. 36 pages.

This covers the whole HYPERBOREA world. There is an overview map and then broken up into detailed segments.  The softcover book is great, and the PDF does allow you to zoom in for more detail.

It is a good map, but you need the HYPERBOREA RPG to get the full use out of it.

Hyperborea Annual Calendar

PDF. 14 pages.

This is a great product. It is the 13 month, 28-day per month HYPERBOREAN calendar. It has the moon phases of the two moons, Phobos and Celene, and plenty of room to add your own details.  While you need the RPG to use this for Hyperborea, it would work out well for a homebrew world if you liked.

Forgotten Fane of the Coiled Goddess

Forgotten Fane of the Coiled Goddess
PDF. Color cover, black & white interior art.

This is an old-school adventure for 4 to 6 characters of 5th to 7th level.  

Lemuria. Ancient cults. Dinosaurs and demon apes. This adventure has everything. I kinda wish it could have been done for lower levels because it is a great introduction to sorts of adventures that HYPERBOREA should be the best at. While I originally grabbed this as a supplement to some other related adventures (and still might use it as such) it really, really feels at home in Hyperborea the most.

On that note it can be easily used in whatever OSR/Old-School system feels the most as home to your groups.

Plus it has a Dimetrodon in it. So I am already sold on it. 

Wednesday, December 14, 2022

Review: HYPERBOREA Referee's Manual

HYPERBOREA Referee's Manual
Yesterday I covered the Player's book. Today let's go with the Referee's Manual.

HYPERBOREA Referee's Manual

PDF and Hardcover. 308 pages. Color cover, black & white art with full-color art pages.

Chapter 10: Introduction Again, this is our introduction this time for the Game Master or Referee's point of view. What the Referee does for the game and more. 

Chapter 11: Refereeing This get's into the Game Mastering process in detail. This covers grant experience for the characters and setting up the campaign. 

Chapter 12: Bestiary Our monster section and truthfully one of my favorites. The expected ones are here, but there are also plenty of new ones.  This covers roughly 130 pages.  There are interesting new takes on some classic "D&D" monsters, plus many new ones like a bunch of new "lesser" and "sublunary" demons. The format is most similar to Basic or Labyrinth Lord, and it is full of the usual suspects with some Lovecraftian Horrors, and even remnants of alien and bygone ages. "Demons" are here, but no devils. 

Dæmons

Chapter 13: Treasure Covers treasure types and magical treasure. Among the magic items are things like Radium Pistols and other sc-fi artifacts. Very pulpy. It also includes some rules on scribing spell and protection scrolls. There is even a small section on Alchemy in Hyperborea. Very useful to have really.

Chapter 14: Gazetteer.  The lands are a pastiche of Howard, Vance, Lovecraft, and Smith.  If these names mean anything to you, then you know or have an idea, of what you are going to get here.  This section has been greatly expanded from the previous editions. Included here are the gods again and a little more on religion.  Basically, you get the idea that gods are either something you swear by (or to) or get sacrificed to by crazy cultists.  So yeah, you know I am a fan.

Appendix A: Weather in Hyperborea. Likely more important here than, say, other game worlds. Weather in Hyperborea is dangerous. 

Appendix B: Hazards of Hyperborea. There are horrible things waiting for you in Hyperborea and they are not all monsters or the weather. 

Appendix C: Waterborne Expeditions. Covers waterborne adventures and combat. 

Appendix D: Warefare and Siege. Your characters have built their strongholds. Now someone wants to know it down.  Here are the rules.

Appendix E: OGL Statement. The OGL statement for this book.

HYPERBOREA

Nearly every aspect of this game has seen expansion since the 2nd Edition; some sections more than others, but it is a great upgrade.

Tuesday, December 13, 2022

Review: HYPERBOREA Player's Manual

HYPERBOREA Player's Manual
I started my Hyperborea 3e week yesterday with a new monster; let's start it off properly with a review of the new 3e HYPERBOREA Player's Manual.

With the new 3rd Edition, we have some changes. First, the game is now simply called "HYPERBOREA" and not "Astonishing Swordsmen & Sorcerers of Hyperborea 3rd Edition."  Secondly, the Player's Manual and the Referee's Manual are now separate books. Much like the 1st Edition was. Only this time, they are full hardcover books.

HYPERBOREA Player's Manual

PDF and Hardcover. 324 pages. Color cover, black & white art with full color art pages.

For my review, I am going to be considering the hardcover from the Kickstarter and the PDFs from DriveThruRPG.

The book starts with the credits, acknowledgments, and dedication to John Eric Holmes, the author/editor of the "Holmes" Basic edition. 

Chapter 1: Introduction this covers what this game is and what RPGs in general are. This is important and worth a read since it sets the stage for what sort of sub-genre this game covers, "swords, sorcery, and weird science-fantasy."  The classics of Swords and Sorcery are covered here briefly and how they add to the feeling of this game. This is pure Howard, Lovecraft, and Smith.

Chapter 2: Character Generation covers character creation. This chapter is brief covering of what you can do with the five chapters.  This also has a listing of the common "facts" known to every character. There is a section on leveling up. 

Chapter 3: Statistics or the "rolling up characters" chapter. The six recognizable methods are presented here. The most common of course is Method III; roll 4d6 drop the lowest.  We also have the same six attributes we have always had.

Each class has a "Fighting Ability" (FA) and a "Casting Ability" (CA) which relates to attacks. So yes, even magicians can get a little better in combat as they go up in level.  It's a great little shorthand and works great.  So a 4th level Fighter has a fighting ability of 4. A 4th level magician still only has a fighting ability of 1 and a cleric 3 and thief 3.  Subclasses can and do vary.

AC is descending (like old school games), BUT with the Fighting Ability stat it could be converted to an ascending AC easily.

Chapter 4: Classes We still have our Basic Four; Fighter, Magician, Cleric, and Thief.  Each also gets a number of subclasses.  Fighters get Barbarian, Berserker, Cataphract, Huntsman, Paladin, Ranger, and Warlock.  The Magician has Cryomancer, Illusionist, Necromancer, Pyromancer, and Witch. The Cleric has the Druid, Monk, Priest, Runegraver, and Shaman.  Finally, the Thief has the Assassin, Bard, Legerdemainist, Purloiner, and Scout.  

Each subclass is very much like its parent classes with some changes.  The classes look pretty well balanced.


HYPERBOREA Witch

Chapter 5: Background This covers all the things about the character that "happened" before they were characters.

Races are dealt with first. They include Amazons, Atlanteans, Esquimaux, Hyperboreans, Ixians, Kelts, Kimmerians, Lemurians, Picts, and Vikings along with the catch-all "Common" race of man.  No elves or dwarves here. Physique is also covered. 

Alignment is a simpler affair of Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil, and Neutral.

Along with race, there are various languages the characters can learn/know.  There are also gods here, an interesting mix of Greek, Lovecraftian, Norse, and Smith gods. 

There are background skills and weapon skills. Though I misread "charcoaler" as "chocolatier," and now I want a character with this background. 

Chapter 6: Equipment Or the "let's go shopping" chapter.  If you missed the "to hit modifiers vs. armor types/AC" in AD&D then I have a treat for you. Weapons here are more detailed than they were in previous editions of HYPERBOREA; or at least more detailed than my memory of the older editions.  Just checked, this one is much more detailed. 

Chapter 7: Sorcery This is our spell chapter but it also covers alchemy. Spells are split up by character class. Spells are limit to 6th level since classes are all limited to 12 levels. Spell descriptions are all alphabetical. This covers about 75 pages.  

Chapter 8: Adventure. This chapter improves over the previous editions. It covers all sorts of adventure topics like hirelings and henchmen, climbing, doors, nonstandard actions, time and movement.

Chapter 9: Combat. All sorts of combat topics are covered. Critical hits, unarmed combat, mounted combat and more. Damage and madness are also covered. The madness section is small and not really designed to mimic the real world. 

Appendix A: Name Generator. Pretty useful, really, to get the right feel of the game. Afterall "Bob the Barbarian" isn't going to cut it here. 

Appendix B: Lordship and Strongholds. What each class and subclass gains as a Lord or Lady of their chosen strongholds.  There is a great section on creating strongholds as well.

Appendix C: Cooperative Gaming. This covers how well to play in a group.

Appendix D: OGL Statement. This is our OGL statement.

These appendices (with the exception of D) are all new. 

There is also a great index.

So I will admit I was unsure about backing the 3rd Edition of HYPERBOREA.  I have the 1st and 2nd Editions and they have served me well over the last few years.  This edition brings enough new material to the table that it really is the definitive version of the game. 

The leatherette covers are really nice and I am happy I waited for it. Since the Player's and Ref's books are now separate, I could, if I wanted, pick up another Player's book.

The art is great. There are some reused pieces and still plenty of new ones. It uses the art well and helps set the tone of the game.

Leatherette covers


HYPERBOREA