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4 Posts

Starblazer Adventures» Forums » House Rules

Subject: Who is the Doctor? rss

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Oliver Graf
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I'm currently toying with an campaign/background idea for Starblazer Adventures. The basic idea is:
Let's play Doctor Who with it!
(you would never have guessed from my avatar alone...)

But who will play the Time Lord, bursting with knowledge, power and wits? And who will only be a Companion or a Story-Character in the adventure? For the first 'problem' (if it really is one for you -- just let the one with the most, or the least Doctor knowledge play the timelord...) a have a pretty neat idea I would like to present here. This is just a brainstorming of that idea, I'm working on a more detailed version of these rules that will include templates for Doctor and TARDIS plus example Companions and Story characters.

Nobody is the Doctor

The Doctor is a organization like meta character.

The Doctor has a base set of Aspects, Skills and Stunts that the GM can use to adapt his Doctor to the campaign he plans to play (I'm currently working on a template for my campaign).

Companion characters define the Doctor by having a phase 'The Doctor and me' in this phase the Aspects she picks should somehow define the characters connection to the Doctor. In addition the player will pick two additional Aspects, some Skill picks and perhaps a Stunt which will be added to the Doctors base template while the Companion is with the Doctor. That way the Doctor gets (partially) defined by the Companions he is with. This is essentially what normally happens in the series, too.

Story characters are player characters that are just in the story currently played. They have to come from the story background and form an link between the TARDIS crew and the setting the story takes place. A Story character might become an Companion after a story: Just use the story as his 'The Doctor and me' phase!

In play

The Doctor is used by the GM to get the story along. He can use him to do the right turn if the story is struck or he can use him the throw the group in trouble.

But the players can use the Doctor, too! As they would use a FATE point to get a little control over the story, they can now tag one of their Doctor aspects to take (short) control over the Doctor.

This might also be a compel like situation. So the players might get FATE points if the GM likes to do something really nasty to them via the Doctor or if the GM likes to counter their use of him.


So, thats my idea in short, what do you think about it?
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Andy Leighton
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Interesting.

I ran Doctor Who Role Playing Game just after it was released and in that I had the Time Lord (we didn't actually use the Doctor) controlled jointly by me (the GM) and the players. Of course we had none of this fancy new(ish) stuff like FATE so a lot of the time it was very informal. However I think it worked OK.
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Jeremy Fridy
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If you can stall a little longer you can get the actual Dr. Who RPG using this system. They had it as a coming soon at Gencon.
 
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Oliver Graf
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Freitag wrote:
If you can stall a little longer you can get the actual Dr. Who RPG using this system. They had it as a coming soon at Gencon.


It will be released November 2009, at least thats what the Cubicle-7 shop tells us. I'm tempted to preorder it, but there is not much information about the mechanics it uses, thats keeping me from doing this. The BBC seems to have put a big secrecy clause on it...
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