Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

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


Friday, May 12, 2023

FASA Doctor Who RPG: Part 5 Jenny Everywhere

Jenny Everywhere
Jenny Everywhere by Diana Nock
To wrap up my exploration of the FASA Doctor Who RPG I wanted to create a character for it. I wanted a Time Lord or something like that. So I could really test the system out. But in truth, nothing was coming to mind. I wanted a fun character, not a Doctor clone, and someone that fit with the spirit of not just this game but my blog.

After a lot of going back and forth on various ideas and going back to an old idea. I felt it was time to revisit my old friend Jenny Everywhere!

We last saw Jenny on these pages back in Victorian England for the Ghosts of Albion RPG, where, among other things, she was lamenting that there would be no decent cell phone reception here for another 170 years.  But honestly, Jenny is a great character, and according to many of the articles I have read on her she owes at least a little bit of her existence to Doctor Who.  She is perfect for this since I can stat her up for all versions of the Doctor Who RPGs out there and compare them.  

A bit of background from my original post 13 years ago! (ACK!)

Jenny Everywhere is a shifter; that is she can shift between the realities and interact with who knows who.  Whether there is one Jenny Everywhere that is very mobile or multiple Jenny's that have a vague awareness of each other is left to the individual authors.  I personally am fond of the Multiple Jennys idea.

Jenny Everywhere is also a public domain character.  Meaning anyone can use her in whatever project they have. You just need to include her license as below:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."
It is such a cool concept, not just the open-source of it (that is cool also) but a character that exists in every single reality and can shift between them.

Regular readers should by now know of my love for the multi-verse.  It is a very cool concept I enjoy on principle and how it has been employed in various sci-fi and fantasy publications.  My favorite might be the great Micheal Moorcock stories of Elric, Corum, and the other Incarnations of the Eternal Champion.  Jenny would be different.  While the Eternal Champion feels the combined weight of all his incarnations as it were, Jenny is freed by hers.  Reality is hers to roam because that is what it is there for.  In one of the comics I saw, she fights against a force known as Chaos, but that doesn't make her an agent of Law as we would have seen in the Corum books. 

Of course, the openness of Jenny is very appealing.  Something everyone can use and share and just a promise not to break her.

In the various Doctor RPGs I am going to say she is Galifreyian, or half-Galifreyian, human on her mother's side.  This gives her some temporal sense and makes her long-lived. She also has the ability to shift in Time and Space. 

Jenny Everywhere
Jenny Everywhere
aka, The Shifter

STR: IV
END: V
DEX: V
CHA: VI
MNT: V
INT: IV

Max Op END: 30    Wound Heal: 5
Curr Op END: 15    Fatigue Heal: 5
Inact Save Lvl III: 12
Unc Thresh Lvl II: 6

Special Abilities: Luck, Shifting

AP: 7

Skills:
Armed Combat, Contact Weapons II
Armed Combat, Ranged Weapons II
Artistic Expression III
Carousing III
Engineering III
Engineering, Temporal IV
Gaming II
Leadership III
Life Sciences II
General Medicine III
Physical Sciences VI
Public Performance I
Social Sciences II
Space Sciences II
Streetwise IV
TARDIS Systems III
Trivia, Time Shifting V
Unarmed Combat, Brawling III
Unarmed Combat, Grappling III
Temporal Vehicle III
Verbal Interaction III
Verbal Interaction, Fast Talking IV

In my mind, Jenny Shifts about time and space more or less at will. She can also move between universes. A bit like Jobu Tupaki (Everything Everywhere All at Once) and America Chavez (Doctor Strange in the Multiverse of Madness). Likely she has met both of those 'verse jumpers as well.

She has run into the Doctor and even hung out with Clara and Ashildr on The American Roadside Diner in Space

I have to admit I also want to stat up her companion. Her older, but very normal if a lot sexier, half-sister Donna Everywhere


Links


Thursday, May 11, 2023

FASA Doctor Who RPG: Part 4 The Adventures

No RPG is complete without some adventures to have. Here are all the official FASA Doctor Who RPG adventures published. All are out of print and hard to find these days.

Doctor Who Adventures

It has taken me a few years, but I have managed to get all the adventures.  Some of these are so musty I am going to need to double up on my antihistamines just to get through them all!


The Iytean Menace

The Iytean Menace

48 pages. 1985. Design and writing by J. Andrew Keith.

Now here is a fun one. The characters travel back to London in 1885 (I am already on board) to discover a retired Army Officer with a cache of futuristic weapons, a crashed spaceship, and a rogue body-snatching alien. It actually has quite a lot to offer. 

There are plenty of interesting NPCs and even a full set of PCs for the players to use. We are introduced to Time Lord Rollonovaradanavashir, or Rolo for short, and his collection of eight companions. We get coverage of the Type 51 TARDIS with its advanced computer systems and even some new skills.

Yes. That cover is Paris Street; Rainy Day by Gustave Caillebotte. Though the adventure takes place in London in 1885 not Paris in 1877. Minor detail I guess. 

This one might be fun to try out with the Paternoster Investigations gang with the Cubicle 7 system. 

The Iytean Menace and Paternoster Investigations

The Lords of Destiny

The Lords of Destiny

48 pages. 1985. Design and writing by William H. Keith, Jr.

This one has a rather interesting premise. The characters materialize onto a 10,000km long starship built around a planet. As it has been traveling through space and gathering material, it has grown larger and larger. Now its computer is sentient and, of course, insane, so it is targeting mineral-rich planets to gobble up. To top it all off the characters are arrested right away and there is a rebellion happening on the ship of some 100 Billion people. 

This is another adventure, like most of the Doctor Who adventures and stories, that require more thought than beating people up. It is mentioned that while yes, blowing up the ship would solve the problem, it would also kill all 100 billion on board. 

This one introduces us to the Time Lord, "The Professor," which seems like an inventible name.  I would be lying if I didn't say I totally tried to square this guy with the Peter Cushing Dr. Who movies. His companions include Joan of Arc (yes. that one), a tabloid reporter from Peria, IL, and a test pilot from 9880 AD. 

Countdown

Countdown

48 pages. 1985. Design and writing by Ray Winninger

The first adventures were published right on the heels of RPG Boxed set. This one came later. In this adventure the character's TARDIS gets caught in a gravity bubble and they land on the courier Leander in the 26th Century. The Leander is delivering medical supplies that only last for 48 hours and the flight in 30 hours long. There is some meddling with some Vegan pirates (not those Vegans, ones from Vega XII) and a Cyberman plot. 

This adventure is set up for first time Gamemasters with notes on how to run this adventure and adventures in general. Several options for resolving this adventure are given. And we even have a nice map of the starships.

For the Players, we have a new Time Lord, Kelaphaludner, aka Kelly, and some of his companions. Kelly will make more appearances.  Additionally, we also get the Fourth Doctor with Leela and Romana II as choices.  I think there must have been a push to include the Doctor and his companions. 

This one gives a special thanks to the Northwestern University Doctor Who club. This one is also slightly taller than the other books. 

The  Hartlewick Horror

The  Hartlewick Horror

40 pages. 1985. Design and writing by Ray Winninger

This one takes us back to some of the more horror-influenced stories of the Third and Fourth Doctor. The Fourth Doctor even appears on the cover. This one takes place on Earth 1923.  Here the CIA has detected energy waves on the same wavelength as the human brain. There are some disappearances, a strange seance, a trapped alien threat, and a group of angry villagers.

It feels very Hammer Horror to be honest and I think that was the point. There are supernatural overtones, but of course as typical with Doctor Who, it is an alien. It might a bit clichéd, but still, it is fun and there are some nice maps. 

For the characters, Kelly and his companions Phillip and Gwendolyn are back. They even show so updates from the last adventure. Also back as alternate player characters are the Fourth Doctor, Leela, Sarah Jane, and Harry Sullivan (not sure who the art for Harry is...).  There are even suggestions for a sequel the Game Master can do on their own.

The Legions of Death

The Legions of Death

52 pages. 1985. Design and writing by J. Andrew Keith.

This one features the newer FASA logo on the cover and the Third Doctor. This one starts with a temporal anomaly in Britain in 43 AD. Apparently, something (or someone) is helping the local Britions win battles against the Romans they were never supposed to have won. That someone turns out to be the renegade Time Lord the War Chief. 

This one is certainly for the history buffs out there. 

For PCs we get the Time Lord "The Colonel" and Time Lady Leoradrusendalular, aka Leora.  For alternates, we have the Third Doctor, Jo Grant, and Sarah Jane Smith. Additionally we have the Bigadier, and some others. Including the first companion from Chicago! There are good collection of NPCs as well. 

There are player's handouts and lots of background information. We even get coverage of the War Chief's Type 43 TARDIS. 

The adventure reminds a bit of some of things we would also see in the Tweleth Doctor episode "The Eaters of Light."

The City of Gold

The City of Gold

52 pages. 1986. Design and writing by J. Andrew Keith.

While the TARDIS and her crew are supposed to be headed to Venezuela in the 21st Century to deal with some revolutionaries, they get sidetracked and land instead in 1543.  Instead of revolutionaries though they run into dinosaurs and rumors of El Dorado, the lost City of Gold.

There is a lot of background here, some player handouts, and some great maps. It also has the involvement of the Silurians, which is always a plus. This is also our first adventure with a 1986 date on it. 

For our PCs we get a Time Lord . "The Don" (ok...), the time Lady Maranodulandur, aka "Mara", a gunslinger named Jack Ransome, a human doctor Cassandra Maitland, and human cavalry officer Jacques D'Aubanville. For our alternate cast, we have the Fifth Doctor, Adric, Nyssa, Teagan, and Turlogh. And a lot of NPCs.

The Warriors Code

The Warriors Code

56 pages. 1986. Design and writing by J. Andrew Keith.

It's 1986 and America is fascinated with all things Japanese. This adventure is larger and we get Jim Holloway doing the cover art. This adventure takes place in Japan during the Tokugawa shogunate (1600 AD), just before the Battle of Sekigahara. Here the TARDIS crashes into another Time Ship from 5184 AD.  While both crews rush to make repairs to their respective ships they have Fuedal Japan to deal with.

I won't lie, you REALLY have to like Japanese history to get into this one. I am not saying it is bad, but it is a set piece. The Time Ship is just a MacGuffin to get you here. 

This one also focuses on the Doctor and his companions in the forefront. The Second Doctor is joined by Jamie, Ben, Poly, Victoria, and Zoe. For the original characters, we get the Time Lord "Noman" and the Time Lady Marinarratalasanavor, aka Marina, and some companions. 

There are maps, hints for play, and even some flowcharts. All of which are nice touches.  This is also the only perfect bound adventure. 

--

I think all of these adventures could be played, with a little massaging, under the Cubicle 7 Doctor Who RPG rules. Many of the Doctors and the Companions have stats in their respective books as do counterparts for all the NPCs. 

The best thing about these adventures are the tidbits that add to or clarify the various rules. They are all geared toward a starting Game Master and naturally assume that anyone will grab any of these as their first adventure.  The only minor, tiny exception here is the Time Lord Kelly and his companions that do get better across their respective adventures, but that is it really. 

None of them will go down in history as classic adventures in the way that say some of the D&D ones have, but they are fun.

Wednesday, May 10, 2023

FASA Doctor Who RPG: Part 3 The Supplements

Getting back into my exploration of the FASA Doctor Who RPG.  Each adds more detail to three of the Doctor's deadliest foes.  Each was also sold as a two-book set, a player's book and a GM's guide. As expected, it more difficult to find the Player's books in the 2nd hand market these days.

Doctor Who supplements

The Daleks

Naturally the first supplement covers the Doctor's and the Time Lords' greatest threat, the Daleks. Here we have a Game Master's guide (the full color cover) and the Player's in-universe guide. 

The Daleks

Game Master's Book

This 40 page book covers everything known about the Daleks up to 1985.  We are given some background on them for the show, how they were created by Terry Nation (who still owned the copyright then) for Doctor Who and so on. We then get right into the in-game background.  We are given a time line of the Daleks from the time when the first humanoids evolved on Skaro to the "modern" day.  There is a lot of background on Skaro, the Kaled/Thal wars, and Davros.

I should point out here that while there is a lot of cannon taken directly from the show, there is also a lot of added material. Designed mostly to feature the exploits of the fictional C.I.A. (Celestial Intervention Agency) and to help "smooth out" some of the time line inconsistencies from the show. One example is a picture of a pre-mutated version of Davros. Another are some of the planets that the Daleks have conquered. 

There are some sections on the various aliens that have the most contact with the Daleks such as the Movellans, the Ogrons, and the Thals.

Dalek psychology is discussed and since Daleks are think alike and rely on tried and true methods, there are some handy flowcharts of what any given Dalek will do in any situation.

The Player's Book: The Dalek Problem

Now this 24-page book covers the Dalek from the point of view of the characters in the game, or more to the point characters that will be working for the C.I.A.  So there are truths, half-truths, and outright lies here. For example, the same timeline is repeated here with many omissions.  I am okay with that. Players entering this game will already know a lot, so there should still be some mysteries.

Overall the two books could have been combined into one book with a Players and Game Masters sections, but I do like the presentation.

What strikes me most about this book is how in hindsight you can see how the Time War was built up. Yes neither the Doctor Who writers or FASA were thinking about these things then, but the seeds are all here.  Honestly I can see a rogue bunch of C.I.A. agents breaking the Time Lock and trying to go back and stop the Daleks as they are presented here in a sort of "Let's kill Hitler" scheme. 

The Master

The greatest foe the Doctor has ever faced is the renegade Time Lord known as the Master.  Like the Daleks he is responsible for countless deaths and like the Daleks product, comes in two books.

The Master

Game Master's Book

This 64-page book is packed full of information. Like all the FASA books though, there is information from the show and stuff created for the game. So fantastic for a game resource but less useful as a guide to the character on the TV show.

In a very nice touch, there is a dedication to Roger Delgado on the first page. But I understand they could not use many of the photos of either Delgado or Ainley in this book, so there is a lot of art here. Even the cover is a painting of the Delgado Master in Ainley's normal costume. 

We get a recounting of his adventures from the Meddling Monk (which I don't agree with) up to the run of the 6th Doctor. I mean, even the War Chief is presented as a different Time Lord here. 

Like the Dalek book, there is a long timeline presented, but as a time traveler, this can get messy. 

We get the motivations behind what the Master does, his goals, and a bit of psychology/history. We also get some of his equipment and listings of other Renegade Time Lords, some of who now work for the C.I.A. We end with a full character sheet for his latest incarnation. 

Player's Book: The Master CIA File Extracts

This 16 page book covers what CIA field agents will know about the Master. This covers similar material including the Prydonian Academy Rebellion mention in the previous book and the Core rules. I can't recall if that was ever mentioned in the classic series or not. I am leaning towards not. 

The Cybermen

While certainly a deadly enemy of the Doctor, and a reoccurring one, they never quite matched the evil of the Daleks or the Master. These two books also were published in 1986 and they do feel different in a way.   

The Cybermen

Game Master's Book

Moreso than the Daleks the Cybermen have a very convoluted history. We start with Mondas, the "twin planet" of Earth aka the 10th Planet. The coverage of Mondas is way beyond anything given in the show. In fact I get a solid feel of "Journey to the Far Side of the Sun" here, which , honestly, I am ok with.  There is also the ubiquitous timeline, with bits added in. 

The interesting parts come from how the Cybermen deal with others and other planets. Since they are cybernetic race controlled by a central "cyber mind" (this would later be called the Cyberiad in the time of the 11th Doctor) there is a hand flow chart for any Cyberman interaction.

There is coverage of the various Cyberman models over the years. And ideas on how to use them in adventures. We even get a nice map of the Tomb of the Cybermen, an episode I recently rewatched.

Player's Book: The Cyber Files CIA Special Report

This 16-page book is notable because it tries to explain Mondas. The book covers some more time line; fewer entries but in greater detail, and has a whole long section on the companions of the Doctor that have encountered the Cybermen. Ok that part is less useful. 

In reading both these books I fear there was a tendency to make Mondas and the Cybermen into pale imitations of the Skaro and the Daleks. Something that the 10th Doctor episode "Doomsday" proves to be pointless. 

--

All three of these supplements are very useful for the FASA Doctor Who RPG.  I wouldn't say you *need* them to play, but they are fun to have. There is even enough information here for use with the other Doctor Who RPGs as well, though as to be expected there will be contradictions.

Sadly they are long out of print and finding them is a bit of a struggle. I can't recommend them unless you are playing the FASA RPG and are a super-fan of the topics covered.

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, May 2, 2023

FASA Doctor Who RPG: Part 1, Unboxing/Introduction

To start off my month-long exploration of the various Doctor Who RPGs, I thought I would start off with the very first Doctor Who game from FASA.  But before I get into the details, let's look at two of the three variations of this game.

The Doctor Who RPG - FASA

There are two boxes for the FASA Doctor Who RPG, featuring Tom Baker's fourth Doctor and Louise Jamison as Leela.  The first box (1985) features them in an artistic style (is that...The Guardian of Forever? More on that!) and the other a publicity shot (1986).

The game was published in 1985.  The materials in the "art box" are all dated 1985. The materials in the "photo" box are a mix of 1985 and 1986. For the purposes of this review/overview only I will refer to them as the 1985 and 1986 boxes respectively. 

Doctor Who RPG FASA 1985 vs. 1986

Doctor Who RPG FASA 1985 vs. 1986

Doctor Who RPG FASA 1985 vs. 1986

The books inside are also different looking.

Doctor Who RPG FASA 1985 vs. 1986

For the most part, the text seems the same. That is to say, I did not find any differences. The art used, in particular, the photos are different in places. Often Tom Baker's 4th Doctor replaces Colin Baker's then-current 6th Doctor. 

Doctor Who RPG FASA 1985 vs. 1986 Baker Boys

Doctor Who RPG FASA 1985 vs. 1986 Baker Boys

This is explained well by the fact that in the US in 1985/6 it was Tom Baker's Doctor on PBS and most popular at the time. 

Other differences often include the addition of an element of art here and there. 

Doctor Who RPG FASA 1985 vs. 1986

Doctor Who RPG FASA 1985 vs. 1986

Doctor Who RPG FASA 1985 vs. 1986

Doctor Who RPG FASA 1985 vs. 1986

The Doctor Who RPG is described as been close to, but not exactly the same as, the FASA Star Trek RPG.

FASA Doctor Who vs. Star Trek

FASA Doctor Who vs. Star Trek

The games have very similar rules and very similar layouts. This would lead to some confusion in the mind of your good author here, but these games are still more similar to each other than they are different.

FASA Doctor Who vs. Star Trek

The Doctor Who RPG uses 2d6 for most of its resolutions and rolls while Star Trek uses d% and d10s. Both my boxes have their original dice and I think if I tried rolling those d6s now they might shatter.

Doctor Who Dice

Thankfully I have my Doctor Who dice from the Cubicle Seven Doctor Who RPG (also 2d6 based) I can use.  Plus I have my clock-face d12 that I like to use when playing the C7 Doctor Who RPG that could work here too. It would mess up the probabilities a bit.

No discussions about the FASA Doctor Who RPG would be complete without a nod to the famous Doctor Who Technical Manual. This gem of a book was always used in every Doctor Who game I ever saw or played in. 

Doctor Who RPG and Technical Manual

I know I am not the only one that did that too. I'd later use the various Star Trek technical manuals (esp. during the early TNG days) with the Star Trek RPG.

I'll talk more about the relationship between the Doctor Who and Trek RPGs at a later date (Friday maybe).

The rules between the various printings (1985/1986) appear to be the same so when I do my review I'll just game one set. I am partial to the 1985 box, but 1986 books. 

I did say I was looking at Two of the Three. What is the third one?

The Third FASA Doctor Who game shares the same box as the 1986 edition, but the books inside have a different look to them. I do not have a copy of this one, but it appears to be a later one. Wayne's Books though has pictures showing all three printings.   The TARDIS Captain also has a copy of this other printing that he showed off during his character creation month.

Monday, May 1, 2023

Doctor Who, Sci-fi Month, and A to Z Reflections

It's May 1st! Here at the Other Side, that means Sci-Fi Month. 

Doctor Who RPG

I didn't want my Doctor Who fun to stop, so I will extend it to May and I will cover the two major Doctor Who RPGs; the 1986 FASA Doctor Who and the two editions of the Cubicle 7 ones.

Doctor Who RPGs

I also have the complete FASA line and many of the Cubicle 7 ones. I'll see where my gaps are.

Right now, I am not considering covering the Time Lord RPG above and beyond what I have already done, but I will consider it. I also might toss in a few other time-travel RPGs if I have the time.

In any case, the reasoning is the same for May and it was for April; 2023 is the 60th Anniversary of Doctor Who.

A to Z Reflections


#AtoZChallenge 2023 Reflections

I completed another A to Z blogging challenge. I had a lot of fun with this, and I think people liked it too. I didn't visit as many other blogs as I wanted, way less than I usually do, so I am going to make an effort to go back and visit them all again.  There were a lot of great blogs this year and it seems a shame not to go back. In fact a few will even go on to my new follows list.

Thank you everyone that came by and posted comments.

Follow Timothy's board "April 2023 A to Z of Doctor Who" on Pinterest.

I already have next year's planned (I knew what it was going to be last year) so I might get started on them now so I can spend next April visiting other blogs. Not a bad plan, really.

#AtoZChallenge 2023 Winner



A to Z of Doctor Who

All images are used with permission from the BBC and are copyrighted 2023 by the BBC.

Friday, April 21, 2023

Fundraiser Friday

Photo by Liza Summer
Photo by Liza Summer
Something a little different today.

I have been rather fortunate. I have a great job. I have a wife who has a great job. We have a roof over our heads, we can put food on the table, and we are all healthy and happy.  That has not always been the case. I can remember times where I didn't have money for food, or when I did it was lean times. I was a grad student in the 90s and went 3 months without a paycheck because the State of Illinois could not make their budget. I was out of a job in the early 2000s for the longest time. I grew up without much. So when people have it rough I can empathize. 

Professional Game design is not a get-rich-quick scheme. Lots of game designers live paycheck to paycheck. So when an unexpected hardship hits, it is felt.

Here are a few game designers that could use some help and every little bit helps.

Owen's Medical Bills Bundles

Owen K.C. Stephens suffered a pulmonary embolism back in February. As you can imagine, the bills have been pretty bad. There are two bundles from publishers he has worked with in the past on DriveThruRPG that you can buy to support him.  He gets some help and you get over 180 PDFs. Even if you just find one or two in here to use it is worth the price.

Jonathan M. Thompson Memorial

I mentioned this on before and it should be repeated. But a good friend and publisher Jonathan M. Thompson passed away a while back and left his family with some expenses. There is a DriveThruRPG bundle and a GoFundMe in place for him.

Fright Night Classics

Another good friend and publisher Richard Ravalli is having to go to court to defend his trademark. 

Cam Banks Support Fundraiser

Another designer in need of a bit of help from a lawsuit is Cam Banks. No lawsuit is fun and no matter which side of it you are on it is a messy and expensive affair. He has a Givealittle campaign (the GoFundMe of NZ I think) set up to give him some help.

So instead of giving $8 a month to a narcissistic billionaire, why not spend it on someone that will actually benefit from it all AND you can help out their lives.

Note: I am not getting any "kickback" from any of these and there are NO affiliate links here. I am asking this because these folks all need our help. RPGs is based on communities and group work. We as a group can make things better for others. And we should.

#AtoZChallenge2023: Doctor Who Role-Playing Games

Doctor Who RPGs
You didn't think I would do this whole A to Z and not mention RPGs?

My exposure to Doctor Who was coterminous with my exposure to RPGs and Dungeons & Dragons in particular. When I would go to bookstores, my goal was always a new D&D book and a new Doctor Who novel.  So when in the mid-80s I discovered that FASA (a company I knew of from their Star TrekRPG) had also done a Doctor Who RPG. Well, I had to get it. 

Well. Actually, my brother got it first. But I spent a lot of time reading it. 

FASA Doctor Who

I enjoyed the Star Trek RPG (and still do), and this one was a new experience for me. I had tried to play Traveller back then (I finally got around to it) and played Star Frontiers, but this was Doctor Who. It was an officially licensed game, and I loved it. 

The FASA Doctor Who game took some liberties with the Doctor Who cannon. It had to. Even in the 1980s, Doctor Who was 20 years old and had stories all over the place. Some were contradictory to each other, and some others had taken place in "the future," which was now in the past. It was always entertaining to read about something that was supposedly going on then. Reading in 1985 about the Cyberman Invasion of 1986 in the past tense was fun. 

Over the years I have collected the entire FASA Who series. It hasn't been cheap but it has been fun.

FASA Doctor Who RPG


FASA Doctor Who RPG

Given the closeness of the rules to their own Star Trek RPG I am still half-tempted (ok, more than half) to run a Star Trek/Doctor Who crossover.  Tom Baker era Who with TOS era Trek. 

Time Lord

Time Lord was another Doctor Who RPG. This one was written by Ian Marsh and Peter Darvill-Evans and published in 1991 by Virgin Publishing. I knew of it, but never played it. I also never owned a copy.

Much like the original release of the Indiana Jones RPG there were no character creation rules, just pre-gens of the Doctor and various companions. 

The game was released in paperback book form. This was not a surprise since the publisher, Virgin, was a book publisher and not a game publisher. Virgin had made their mark in Doctor Who fandom with  Target books novelizations of the classic Doctor Who episodes and the "New Adventures" product line of new stories featuring the Seventh Doctor at first and then moving into the Eighth and other Doctors. 

In 1996 the entire game with some unpublished supplements was released online.

Doctor Who Adventures in Time and Space

The latest version of the Doctor Who RPG comes to us from Cubicle 7. If you have been a long-time reader here you know my fondness and history with this game. It is now currently in its Second Edition.

Doctor Who RPG

Doctor Who RPG

It is a fantastic game and has provided me an endless amount of fun. There has been a printing featuring in turn the 10th, 11th, War, 12th and 13th Doctors. I don't have them all since they had minor changes between each one, though I did get them on PDF.

Additionally, I have all the guides for the various Doctors. 

Doctor Who RPG books

Honestly, I could spend forever talking about these games.

Since I typically dedicate May to Sci-Fi RPGs maybe I'll spend my May going through all of these.



A to Z of Doctor Who

All images are used with permission from the BBC and are copyrighted 2023 by the BBC.