Showing posts with label actual play. Show all posts
Showing posts with label actual play. Show all posts

Saturday, 11 April 2026

An observation caused by an adventure

Modern Doctor Who character meeting Daleks: “Oh no, Daleks! They invaded Earth a bunch of times!”

Modern Doctor Who character meeting Cybermen: “They invaded Earth a couple times and went emotional and gave up after a day. Let’s see if they’re ready to negotiate.”

Monday, 16 June 2025

40 years, 5000 sessions!

A GM talks about running Doctor Who for forty years! Starting with the FASA game and incorporating a variety of systems, outside adventures, players guest GMing sessions. In case you didn’t know how versatile a story engine Doctor Who is.

(My record is six years for Buffy The Vampire Slayer, which is pretty versatile as well, and players taking producer roles and running a couple of sessions factored in too.)

Sunday, 31 March 2024

I have now played C7's Doctor Who second edition

Attaching But and And to the Yes and No of the dice through 1s and 6s is nice but means looking at the dice a moment longer. Not as many Traits overall makes the maths a wee bit faster but loses some player character distinctiveness.

Saturday, 23 November 2013

Doctor Who: The Complete Series A

My own contribution to the anniversary:

My first shot at a play-by-post Doctor Who game, featuring Onyx Path writer and developer Rose Bailey writing a new Doctor, urban fantasy author Paul Leone as ESA scientist Nathalie, and our own Eternally Lost Zeppo as DI Porter among others. It produced some interesting artefacts along the way.

The trailers for one thing...

And now, as my own little bit of anniversary nostalgia, an episode guide to the series I had planned.

Some are just notes, some have been expanded to adventure hooks and the like elsewhere...


Tuesday, 17 July 2012

Friday, 27 January 2012

A rules issue!

Siskoid asks: Do we have too many Story Points?

As also asked here.

Possibly. Especially when there's more than a couple PCs with no point-eating powers at the table.

In The Door In Time Kai and Effie spend them so sparingly that I could probably replace "you have this many per session" with "per series" and they'd still go at the same rate, but if they decided to start burning through them how might I stop them?

Simplest trick would be to halve them. Or halve what they do, so they get you 1D6 instead of 2. Or put a group cap on them. Or a GM gets one for every one spent, although that would lead to the GM having an end-of-session Story Point hammer, which is suitable only for cliffhangers.

Saturday, 27 August 2011

An Unearthly Child, Enemy Within, Rose, The Eleventh Hour, ...?

Over on the general RPGs blog which less than half the followers here follow (dagnabbit) I just posted a terribly informative article about planning and running ‘pilots’ for RPG series.

Which I’ve never done for Doctor Who.

The two years I’ve run The Door In Time I had every intention of running something else. It's not that I mind running it - I’m doing another season here and there when the relevant players are free and would be up for another - it’s just one of those things.

First year, the straight espionage game I was running proved helpless before a frankly surreal series of bad dice rolls and I decided to call a halt after one term to prevent the improbability factor causing whales to fall from the sky. DWAITAS was new out, I’d playtested it, the catastrophically unlucky player was volunteered to be a Time Lord.

Second year, I’d have gotten one player for the game I planned, but said Time Lord would come in as well if I switched back.

So how would I do an intro session for Doctor Who?

Since you can knock together non-Time-Lord PCs in about eight minutes I could probably go straight into a generic-ish Season Opener that any regular PCs could plug into. Which is largely what I did that first episode - “people from various times appear in the present, go!”

But as I wouldn't necessarily have the same players next week, I'd probably go with a “special” instead. A one-shot, with the Doctor and current companions and a couple of local characters for the other PC slots. Cram a Big Two-Parter into one session (imagine the show’s going to run for an hour instead of forty-five minutes), put everyone and possibly the world in deadly peril, consider using a classic Big Bad, don’t let whoever’s playing the Doctor overshadow everybody (or River, who is just as likely to these days) and be done in time to go to the pub afterwards, leaving cliffhangers for ongoing games.

Existing Example: The Hammer Of Time

New Example: The Time Thief
The TARDIS is struck down by an unknown force, crashing on modern Earth. The Doctor, Amy and Rory team up with a UNIT research team to find the source of the signal - something drawing in time travellers and stealing their power, threatening to usurp time itself!

Thursday, 30 June 2011

How Big is your Big Bad?

I've reached an unprecedented 16 followers (hello Tatiyana and labcoatman!) so I suppose I should provide content of some sort. While you wait, try my non-Who gaming blog with its hundred-plus articles and measly seven followers...

One thing the revived series picked up from its modern influences like Buffy was a seasonal arc, with some episodes standing largely or totally alone and some tying in directly even before the big two-to-three-part finales. Bigger On The Inside has been talking about these recently.

These came complete with a Big Bad to fight at the end. Russell T Davies brought back the four classic Big Bads that earlier viewers would think of for his four years of full series - in the order they appeared in, and pretty much the order of importance old fans would list them.

Steven Moffat has gone a slightly different way with this, bringing in an apocalyptic threat the Doctor can't argue with last year (as well as a vast number of his enemies who refuse to listen to his arguments) and then a new Big Bad from out of nowhere in the current mid-series cliffhanger.

Since the series is built to continue until the end of the universe or the BBC, whichever comes sooner, it doesn't follow a strict Sorting Algorithm of Evil where we start with the least powerful Big Bad and end with the most. The RTD run did, effectively, although the Time Lords' plan to destroy absolutely everything including themselves is only very slightly bigger than Davros and the Daleks' plan to destroy absolutely everything except themselves.

So Moffat pulling it down and ending with a much smaller threat (even though the universe was in the process of collapsing, it came down to a fight with one barely-functional stone Dalek) lets it build up again, or veer off in different directions.

I've gone up the Sorting Algorithm myself when running Buffy, ending with Death itself, so while I don't mind pulling out an omniversal threat every thirteen sessions in The Door In Time I might end one run in an entirely different manner.

So if you're going to build a Big Bad, how do you go about it? Do you bring out a classic, or is that cribbing too much from the Doctor? What themes do you have running, or think the players might find interesting? What's the villain's gimmick this time? Is the new threat bigger than the last, or smaller, or a different style entirely?


Example: The Infinite Man

A project to access parallel worlds has gone disastrously wrong, allowing other realities to invade ours - and giving its creator the ability to draw power from any and every reality. If he continues, he will become a living black hole and a threat to every parallel at once!

Monday, 6 June 2011

Hello Wembley!

I now have a record fourteen followers here. More than the Doctor has lives. (For as long as that rule stays anyway.)

Which makes me think about group size...

Classic Doctor Who has two people in the TARDIS, which is doable and which I've done at times, but it does mean if one player misses a session it's a wash. It can work for mystery games very well as it gives you someone to bounce ideas off, and splitting up means you're both totally alone. It's also easy in rules terms - one gets the alien superpowers and one gets the narrative control of Story Points.

It's also possible to play with just one player, but the dynamic is very different - what you've got to run can go really fast when there's nobody else to distract you.

Three or four is common enough and still feels Who-ish (the show started with four, after all).

More than that, and we get to see, or need to see, a wide variety of characters. It's easier to have one crazy-powerful being like the Doctor than half a dozen, and one not-so-powerful-but-narratively-significant companion-type. If there's a lot of superpowers or Story Points around the table, the game will change. Six people are less inclined to run from a monster than two, even if you have six players who individually would be happy enough running and don't get one who'd rather get out there and twat it.

It also lessens spotlight time, although you can endeavour to give everybody a focus episode.

A classic 'party' structure can be fun, but it can feel un-Who-y having enough people to man the TARDIS properly.

Thursday, 28 April 2011

Help this man!

Kit on "recovered TARDIS" game setups.

I've been helping already. It's one of the classics - unreliable time machine, no (also unreliable) pilot attached. Go anywhere and anywhen at the whim of the players and GM and maybe the player characters if they ever figure out what they're doing, poke things with sticks that mortal man was not meant to poke with sticks, and run from Daleks.

It was the form our playtest game took. As nobody stuck their hand up to play a Time Lord we had a psychic who "inherited" the knowledge to pilot it (sort of) by mindlink. We were all adventurous sorts (my PCs was expressly what I'd make a companion like) which you kind of have to be when the basic format is "you leave the TARDIS and..." - and yes, I know of players who go "I stay in the TARDIS!"

Beyond that, it allowed us to stumble onto alien invasions, space operas, historical epochs, old FASA adventures with at most slight rewriting of the reason the PCs take interest after arriving, different GMs taking shots, a mild case of meeting the same characters out of sequence and things of that sort. As a lot of the adventures were pre-written and adapted to test the system, and the series didn't come to a real conclusion, and I don't fancy belatedly typing up two years' worth of gaming, no AP exists, so you'll have to take my word for some of this.

But yeah, it's a way to go.

Footnote

If you do want actual play of one of the FASA adventures we played through from another group, The Buccaneer Chronicles has that. Seems our GM read it, as he borrowed their different introduction.

Tuesday, 12 April 2011

NEXT TIME...

Series A, Episode 3: Deluge

Yeah, this is what happens when I have months to think of the next adventure rather than a week or so.

Tuesday, 25 January 2011

Fated Voyage, aka Ghost Ship, for sale online

Someone (who I cannot currently find) asked about the Traveller magazine adventure I reverse-engineered into episode three of The Door In Time S1. Turns out you can get the issue online, here. There's other fun stuff in there too, as well as a fair chunk of the adventure never having been used, and it's two dollars. Excuse me while I buy the other issue with an adventure by Michael R. Mikesh which I don't have.

Monday, 24 January 2011

Get to the TARDIS...es!

As a result of a Door series one player not having enough players to run his game last night, he created a cameo character for episode 3.02. Rather than someone from the adventure's setting era, he brought in another Time Lord. After the rather convoluted "he was in a different time warp when the lock closed and technically isn't from this universe" explanation for Kai, this one was handwaved. But as SteveD notes, "Also, this is Doctor Who: canon is the thing you leave wreckage of behind you as each new episode arrives."

He was designed to be a contrast to the eccentric enthusiastic occasionally moody Kai, a professional from the Gallifrey Battalions, purposely colourless. Having his own TARDIS means he can drop in and out of the game on a session-by-session basis.

His TARDIS was never shown on-screen - or it was, but its chameleon circuit works properly so it could look like anything. But while not an issue this session, it did raise the question of what to do in a game with multiple time machines available. It makes "get to the TARDIS!" solutions and escapes simpler, for one thing. "Splitting the party" could become more problematic if they're in different parts of the universe and different eras.

Of course, these days "universal roaming" means that people aeons apart can phone each other. At least, Rose and Martha could phone the days they were "supposed" to be at. As of series five the TARDIS phone can field calls from across time and space, so maybe that issue is confined to mobiles.

By comparison, having another Time Lord around is no big deal (apart from the continuity trauma, and what's Doctor Who without a little continuity trauma?) as he's far from Doctor-level, just a bloke with a temporal scanning gauntlet that may also contain a personal forcefield.

But yeah... a spare TARDIS floating about could be tricky.

Monday, 17 January 2011

The Door In Time: The Complete Third Series

As noted elsewhere, I now have two or three players (one isn't sure) for another go in the TARDIS. One being Kai's player, it's now The Door In Time series three. (Series two featured young Effie and exists purely in theory at this time. HMV was missing the box set when you tried to get it to watch before S3 started.) The other hopefully-to-stick-around player hasn't actually watched Doctor Who but is generally aware of the concept, and "you travel in time and space, argue with monsters and run away when they attack" isn't hard to deal with, one hopes.

So Kai (new haircut, new coat) and an engineer from the 22nd century land in 1957 as two different groups of aliens invade the home of a young woman trapped in a loveless marriage...

Tuesday, 14 December 2010

The Shadow Proclamation

The Writer's Tale also features the original plans for The Shadow Proclamation in The Stolen Earth, complete with a page-sized illustration of the scene as pictured by Russell T Davies himself. I stole this wholesale for the end of The Door In Time, even printing out the scan of the drawing, because I was so disappointed by what we finally got on screen. I understand the reasoning, as discussed in the book, but damn. After being mentioned as far back as Rose, I really wanted their first appearance on screen to be awesome, and it so nearly was. And sure, we got a similar scene two years later, but it's just not the same...

So whenever The Shadow Proclamation shows up in my things, it's a big deal, with a lot of Judoon and humanoid troops, alien lawyers, different species arguing, holographic scans for dangerous equipment, red-eyed psychic magistrates, bases built out of asteroid debris (which in my head used to be part of a planet destroyed in the Dalek War) and more, and bigger, and you still need to queue to see someone...