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.

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 25

 Moving down the corridor, there is one last room on the left. Lawful (Good) Clerics (and Paladins if they are being used) can feel a growing aura of evil. Magic-users and witches can sense a growing aura of necromantic magics.

Room 25

This room is different than the previous ones. There is no furniture, only metal panels with many flickering lights. Moving between these lights, going from panel to panel, is the ghost of an Ophidian.

This creature is a Greater Spectre. It has 8HD and attacks as soon as the characters enter.  

It can be turned as a Vampire.

--

This room is the computer core. The spectre is a high-ranking officer that died in this room. 

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. 

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 24

Continuing on, there is another room on the left. This room appears to be another set of crew quarters.

Room 24

Inside are two Spectres, former officers.

They cannot move more than 100 feet away from their bodies embedded in the bulkhead on the other side of the room's wall. 

The specters will not speak to the PCs and will attack as soon as they enter the room.  There is a closet with the bones of former victims. 

Due to their age and inability to leave this room, they have double the regular treasure (E x4 for two specters).


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.

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 23

 Edited to add: Post did not auto-post this morning. 

The next door to the right appears to be some sort of small room. Prying the doors open is no easy feat and requires a combined strength of 30 to open. (A Knock spell will also work). 

Room 23

Looking inside there is floor some 5 feet down. The top of this shaft/room extends many feet above. The tunnel appears to be partially embedded into the rock of the cave system here. 

Going down is not difficult, there is a very thin ladder on the side that appears to run up and down the sides of the shaft. There is a trap door on the floor. Inside is a very small circular room, about 12' diameter. The floor is made of stone and there is a skeleton stuck in it about waist deep. Given how low the top of this room is from the stone "floor" the skeleton must have been standing on the true floor when the stone came into this room.

If the party climbs up, they will find that the metal material of this level is fused with the rock of the cave system. There are even partially fused bodies (skeletons) in the rock.  Some look like they were frozen where they stood.

In this area the party will encounter a Xorn (a type of Earth Elemental). It is intelligent and does not attack. It gestures to a pile of "Heat Wands" it has collected and points one of it's three arms to them and then to the party.  It then backs off. All the while saying "take" in Dwarvish.

The xorn is not interested in the party and only wants to continue gorging itself on the rare minerals of the this ship. 

If the party chooses to talk to the Xorn to find out more please offer them 1,000 XP for the idea and another 2,000 afterwards. 

The Xorn knows the following.

  • This strange structure seems to be fused into the rock. Phased though, like how it travles through rock.
  • There are areas of the fused rock/metal that even it can't move through.
  • There are all sorts of (dead) creatures trapped in the rock and have been there for centuries.
  • Some of the rocks taste really good.
  • There are strange magics all over this area and most fleshy things avoid it.
If the party instead (or later) tries to attack the xorn they get no XP bonus and the xorn just phases through a wall. 
--

The small room is a lift.  The lower levels of the starship are phased into the rock. Most of the upper level is as well.