Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Sunday, July 22, 2012

Dirty WHOers Drinking Game

Hola Whoovian peeps.

Right, so, grab a drink (we suggest tequila shots) and load up any of our podcasts. Then give this a go:

Sputters refers to either MILFs or to masturbating - drink.
Sen or Sputters talk about their childhood - drink.
Sen goes off on one about anything to do with the TARDIS - drink.
A family pet interrupts the podcast - 2 drinks.
Sputters mentions Pertwee, Bessie or Jo Grant - drink.
Sputters impersonates Sen - drink.
Sen impersonates Sputters - 2 drinks.
Sen disses RTD - drink.
Anyone disses Tennant - drink.
Terry forgets what she's talking about - drink.
Terry forgets the rating system - drink.
Terry says fuck, mierda, estúpido or any variation thereof - drink.
Fuschia tuts or sighs - drink.
Fuschia name drops - drink.
Fuschia lays the hate down on McCoy - drink.
Fuschia says "The fact is..." - drink.
You hear a bottle opening, pouring, glasses, or ice chinking - 2 drinks.
There's a Krap Dalek sketch/joke - drink.
The Prof is mentioned - drink.
You get name-checked - 3 drinks.
Someone says: Wanker, Plonker or Bollocks - drink.
We mention Second Life, or one of our Second Life buddies - drink.
We mention another podcast, or someone from another Who podcast - drink.

NEW:

Tabby has "A bit of thing" for someone - drink.
Tabby mentions Shakespeare, J. K. Rowling, Charlotte Brontë or Jane Austen - drink.

Addendum: Thanks Vicky!:

Sputters disses Davison: drink.
Terry swoons over McGann: drink.
Sen mentions the never-realised-80s-TimeAgents-plotline: 2 drinks.

Monday, January 3, 2011

Twas the Night Before Christmas...

The Prof said I should do this review in rhyming couplets, as befits the title. I said he should bl**dy well write it himself, then. Funnily enough, he shut up at that point. Also funnily enough, I never actually got round to writing a review of the third adventure game installment "TARDIS", which is slightly unfair as it was a fun little game. Bit short, but fun.


There was a "greatest" hits (well, I say greatest...) of mini-games, which because you weren't subjected to them ad nauseum made them far less irritating than the first time around. There was also a new room on the TARDIS. Sadly, there was only one new room on the TARDIS, which is the biggest weak point of the game; it would have been much nicer to have a few more to poke round in. It might even have explained why the BBC wouldn't let Michael Moorcock give Amy a bedroom, but no, one it is. You do have to wonder if they all sleep in the one big bed, like Eric and Ernie. Oh, the slash fiction! Ew...

Still, you do get to drive the TARDIS (its been a while, so we can't remember whether its take off or landing, as if that's important anyway). Yes, that's right, drive it! You get to examine all the control panels in detail, not really take all that much notice of what you're waggling, then panic briefly as you have to set the thing away without crashing it, which was really rather good fun and definitely the highlight of the game. Overall it won't take up much of your time, but its rather sweet and you can do the sound effects if you like.

And then, around Christmas Eve, "Shadows of the Vashta Nerada", the fourth and final installment, turned up.


Basically, this is Pocket Simon meets Jaws via Cooking Mama for the New Who generation. Yes, the wiring game is still there, but now you get to remember number sequences whilst trawling round the world's most boring undersea research station. There's some lovely voice work from our last victim, er, interviewee Nick Briggs, but as someone on Twitter pointed out (and I can't remember who, sorry) I have no idea why the Vashta Nerada are there. There's even a token Santa in one room, just to remind you its Christmas, which you can't actually interact with, more's the pity.

Now there is a very interesting premise to the game (which I won't tell you because its worth seeing for yourself), but its thrown away apparently simply for the sake of crow-barring in everyone's favourite scariest new monster after the Weeping Angels. The shark's quite nice, in a sort of chaos-spikey-death-armour way, but it did at least make some sense for him to be there. Not so the walking diving-suits.

That's about it. It was a bit rumpty-tumpty really; not desperately brilliant, but not desperately annoying either (not like that chuffing DS game). The biggest disappointment was the missed opportunity afforded by the major plot reveal and someone surely could have written a better game to go around it. It wasn't as much fun as the other games in the series, with "TARDIS" being the best to play as it had the least monotonous & annoying mini-games (besides the whole driving thing) and "City of the Daleks" definitely had the most squeeworthy plot.

Are they worth having a look at as a whole? Yes, as long as you remember to set your graphics appropriately so you're not wading through treacle all the time. Are they a good representation of the series? Yes, in that there are some flashes of brilliance, some nice acting and a rather uneven level of quality to the episodes. In fact, play them on a Saturday afternoon somewhere between 6-7pm until the new series starts.

Because they are canon, after all...

Saturday, December 4, 2010

Doctor Who: Evacuation Bleurgh

The Prof, being the kindly soul he is, having read reviews that said it was a decent game and knowing my penchant for Professor Layton, decided to buy me Dr Who: Evacuation Earth for my DS.


Well that's £18 and six hours of my life I won't be getting back any time soon. The reviews the Prof had read said it was better than the Wii game, so I truly dread to think how abysmal that must be...

Let it be said, I have always had a fraught relationship with computer games, one which began with The Hobbit for the ZX Spectrum. I hated that sodding game; it was so bug ridden that I'd spend hours locked in a dungeon, listening to Thorin singing about gold before I'd finally lose it and attempt to kill the little @!*%$£!@, only to read the words "Thorin cleaves your skull in two". At least it meant I didn't have to listen to the singing anymore. It can be found here on this emulator, if you're really that masochistically inclined.

The DS game is very much in the spirit of its illustrious (pah!) predecessor. Its starts well enough; some nice banter and pretty good voice work, slightly duff facial animations (particularly for Matt Smith) and some scarily easy puzzles. Don't be fooled, though, its lulling you in to a false sense of security.

Things really go badly wrong when you get on board the spaceship. Its not a spoiler to tell you that, the game's called "Evacuation Earth" and they're hardly going to be rowing off the planet, now are they? Dialogue ceases to make sense, the grammar is abysmal, plot points start to appear in a completely random order (the worst offense being that you find out who the bad guys are from a throwaway line in a puzzle introduction before you actually meet them in game terms).

The fourth worst sin in the game is that far too many of the puzzles have multiple answers because of the terrible grammar and/or lack of explanation as to what you're supposed to be doing, but the game will only accept the answer its been programmed with.

The third worst sin is the reappearance of the crappy "move the ball of energy round this idiot maze" puzzle from the downloadable games (previously bemoaned here). This time there are other balls trying to kill you, giant fan blades a la The End of The World and you have to change the state of your ball (and no, there are no instructions as to how you do that; you have to guess). They also kept the most endearing feature, the fact that it doesn't matter where your stylus is, that pesky little ball will go where the hell it wants. And then blow up. Multiple times.

The second worst sin is that one of the clues for a puzzle is just plain wrong. By this point in the game, I was utterly convinced that a two year old must have been in charge of the QA. Allegedly Nintendo paid £10,000,000 for exclusivity on the franchise, which obviously didn't leave them enough money to pay for playtesters or proofreaders. I'm not blaming writer Oli Smith here, the plot seems fair enough, but the execution is awful. And it does feel like a professional hit, if you take my meaning.

The biggest sin, and the reason why I will not be finishing this game, is because the game does not save data in the way that it claims it does. Allegedly, every time you solve a puzzle or change locations, the game saves. No, it doesn't. I know this because of a well known console gaming law: if you cock something up, just turn off the power and have another crack at it, everything will be fine (unless you're playing Hamtaro Olympics, but at least that's honest and upfront with you about how its going to stuff you if you try it).

There were a few minor, easily fixed infractions but, after six hours of gameplay, the modern equivalent of Thorin cleaving my skull in two happened. Now, if I do want to get to the end of the story I will have to go all the way back to the beginning and start again FROM SCRATCH because the motherless beep-beep of a beep-beep game lost my saved data in such a way that three key items went missing and could not be recovered. Ever. (And don't get me started on the trouble I had getting those three items in the first place with the game's pixel perfect placement of objects requirement). The Prof had to prise my apoplexied fingers from the console.

So, Asylum Games, you have an aptly named company. You're obviously in one.

Monday, November 29, 2010

Pixie Invasion London: 2010

Despite the best (and worst) the weather could throw at us, myself and the Prof tootled down to London this weekend in the last of our buggering about the countryside convention odyssies. We also got back again (which was something of a miracle), so here I am, replete with biccies and coffee in the comfort of the Pixie hovel, a bearer of good news for those of us who do like our roleplaying games.


The convention in question was Dragonmeet, the game Cubicle 7's Dr Who one (or why else would I be telling you this?). First up was the wonderful site of the Aliens & Creatures boxed set, which I reviewed here when it was still only available as a pdf. This hasn't (as far as I know) been updated from the previous version, but what can I say, I love me my shiny, shiny things, so of course I bought it again anyway. It's a Crimble pressie, honest...

Cubicle 7 also held a panel where they discussed the future of their gaming empire, including that of our beloved hero's game. As I've mentioned before, David Tennant leaving the series just as the game came out caused Cubicle 7 some major league headaches, particularly as the BBC rebranded the entire line as well as replacing the lead actors. I will admit that I was very worried about the game's future, particularly as the new version that was due this month hadn't materialised (see what I did there?), but it looks as if the future of the game is secure for at least the next 12 months, if not longer.

Angus & Dom (the benevolent patriarchs of Cubicle 7) were happy to announce that the "regeneration" edition of the game will be available sometime in the middle of 2011. It isn't a new edition of the game as such, mostly having been repackaged with lots of nice new piccies of young Mr Smith (and presumably Mr & Mrs Pond), but there will be updated stats for the monsters to take into account series 5's shennanigans (I've just realised that means i-Daleks, doesn't it? Oh well, can't win 'em all). Rather nicely, a true regeneration pdf file will be available for those who already own the game and don't want to buy the whole thing again in boxed form; it will contain only the new & revised material. The previously planned supplements will then follow under the new logo (the Unit source box, the Companions source box and the original Doctor source boxes, to name but a few).

It also became clear just why these things often get so badly delayed; not only is Cubicle 7 (like most roleplaying companies) a tiny affair, existing on the goodwill and devotion of its core staff, freelancers and fans, but having something printed in the Far East then shipped to the States is fraught with Customs & Excise related skull-duggery. Although the BBC insist on all of their partner firms being ethical (so no sweat-shops, despite Dom's insistence that they have an electro-shock buzzer to make the labourers pack the boxes faster), once the sets arrive in the US, they are subjected to whatever the box equivalent of the old rubber glove routine is before they are released to the distributors. Its probably going to be a rubber glove, isn't it? Ew.

It was also heartening to hear the feedback the game has been getting from schoolteachers who have been using it to introduce new bodies to the hobby. Every year, someone asks at a panel "So, is the roleplaying industry dying?" and the answer usually runs along the lines of "No more than it was last year". Its virtually impossible for any game to know how well it does in recruiting fresh blood unless people tell you that's what they've been using it for but fingers crossed, this one seems to be doing the trick, at least where its been attempted.

My only real request to Cubicle 7 would be please update your website. A lot of people don't get to go to conventions and listen to panels, and they look at the dedicated game site as a means of keeping informed about what's happening. Its one of the reasons we were worried about the game (no news is not necessarily good news in the rpg industry), so if you do get five minutes in between your other plans for world domination, that would be lovely, thank you ;)

Dr Who also made the discussion at the Sunday pub meet-up. Last year we discussed the need for RTD points in the roleplaying game so you could pee-pee away a solid story line and replace it with a desperately unsatisfying ending (and that was before any of us had even seen "The End of Time"); this year we had an in-depth discussion of Doctors 3 & 4. It was getting a bit involved even for me and as a friend pointed out, if the Pixie is finding it too much, what hope was there for normal people? (Cheers, Robin).

So yet another successful weekend of gathering Dr Who related news for you all. Remember to keep your eyes open for the rerelease next year and be forgiving next time a game gets delayed; its probably sat in a warehouse eyeing those big tubs of Vaseline suspiciously...

Sunday, July 4, 2010

Monster Mash

The new “Aliens And Creatures” sourcebook for Cubicle 7’s Dr Who: Adventures in Time and Space RPG is now available from DriveThru RPG’s website. Sadly, it’s only available as a downloadable pdf, although the shiny, shiny boxed set should be available sometime in August.


The reason is pretty simple and I feel quite a bit of sympathy for Cubicle 7 over this. It takes a long time to write a game of this size, test it fully, correct it, do the layouts, proof it, get it all ready to be printed and develop the supporting material, right in time to discover that the current production crew is leaving and so is the main actor. So, what do you do? Bring out a box of source material that is potentially out of date (at the very least in terms of imagery), or shift the release date back until you can redo the layout, all the while risking your game slipping out of the public’s attention?

Cubicle 7 have, quite sensibly in this Pixie’s opinion, gone for the middle ground: make the product available now in a cheaper, electronic format for the die-hards whilst aiming to release the print version later for those who are happy to wait, “reclothed” to fit with the new production team’s graphics and characters.

So what do you get with the pdf? As with the core game set, the production quality is very high indeed, full colour, lots of pictures and some crunchy stuff on the side. My personal favourite is the inclusion of creature cards, so you can quickly keep track of those dastardly little rascals during a game by looking them up in your card index. My only concern here is that its going to be a bugger getting the fronts and backs to line up when trying to print them out your self, but they’ll be a gorgeous addition to the boxed set. Helpfully, there are some blanks included for you own creations as well.

The main book concerns itself with a variety of alien races that the Doctor has encountered, as well as including alien and planet creation rules. It made me quite nostalgic looking at the random generator tables for planetary stats, and they’d certainly be useful for sparking the old brain cells should inspiration fail at some point in your gaming shenanigans.

The aliens are organised into alphabetical order, for the most part, although any slave races or creatures associated with a particular, more dominant race can be found with their overlords. Predominantly this is New Who, although there are some exceptions with the more long-standing villains. The sections on Daleks and Sontarans are good, and the one on Cybermen is excellent (pardon the pun), finally bringing the Mondasians in on the action.

Some of the alien descriptions contain information that I don’t remember being covered in the actual episodes they appeared in, leading me to suspect that the writers were privy to extra production notes to flesh the characters out fully. Notable individuals from a species are also given their own descriptions and stats, except for Blon Fel-Fotch Passameer-Day Slitheen, quite an odd omission given that she appears in a couple of episodes and there’s actually a picture of her above the general Slitheen stats. Also, slightly naughtily, there is a reference to the Wirrn with no other information on them, which is really going to confuse people who haven’t seen or read any of the old series’ material.

These really are minor niggles considering all of the excellent information that is present. Some material has been reproduced from the original core set to make the book’s usage that much simpler, but in terms of creating alien characters, I would have preferred a little more repetition or at least a summary of key stages, instead of having to refer back so much to the core player and GM guides.

To test out the alien creation rules, we decided to mock up a New Who Silurian warrior, which took us about 30 minutes, including all the arguing about whether to include old versus new series material and just how alien a Silurian was, as well as lots of flicking between books. It will be interesting to see how these compare to the actual game version, which I suspect will be in the November updates.

Silurian Warrior:
Awareness 4, Co-ordination 5, Ingenuity 3, Presence 2, Resolve 3, Strength 4
Traits: Alien, Alien Appearance (minor, reptilian), Armour (minor, tough scales), Fast (minor), Fear Factor (+1), Gadget (Silurian mask, major; alien senses - infrared vision +1, fear factor +1), Natural weapons (minor, claws), Natural weapons (major, poison tongue), Obligation (major, protection of species), Weakness (major, hexachromite gas)
Skills: Athletics 4, Fighting 5, Marksman 4, Subterfuge 3 (area of expertise: sneaking +1)

There is also another adventure book, containing two full scenarios (one written by Steve Lyons, who has written quite a few Big Finish stories and novels) and a whole load of story seeds. Obviously, we don’t want spoilers so I won’t tell you what any of them are about. There’s also a printed handout map of a spaceship, which caused much retro squeeing, some more gadget cards and a rather pretty sheet of story point tokens that will be an entertaining evening of paper cutting seeing as the little hex outlines haven’t been included for the spacially challenged.

Is it worth your $25? Yes. It’s pretty and informative and of the same quality as the core game and its always good to support gaming companies who are brave enough to take on this sort of franchise. Will I be buying it again as a boxed set? Yes, I probably will because I’m desperately old-fashioned and like books (and that little joke about the Vashta Nerada will be way more creepy with the printed version…)

Monday, June 28, 2010

Blood-y Hell!

The second of the Dr Who adventure games appeared this weekend (once again, only for those of us who are blessed to live on this Sceptred Isle and owe fealty to the Evil Empire that is Microsoft). Having done the Daleks, we now move on to the Doctor's other great recurring nemesis, the Cybermen. And not those crappy Cybus Industries ones, either...


Without wishing to give the game away, there's an introduction section that involves a fair bit of buggering about and some very zombie like protagonists, who in one scene can't kill you instantly, but in the next scene they can. There's more creeping about corridors and hiding and you still can't run when things go wrong, but at least the mini-game has changed from that annoying drop-things-in-holes effort in the first installment. Unfortunately, it does tend to mean that you can complete the challenges accidentally on purpose just by randomly whirling things (you'll see what I mean when you get there).

We changed our graphics specs for this one, so there was no more treacle-vision and angry swearing, which on the whole made for a much pleasanter gaming experience. There's an excellent filmic joke for those of us old enough to remember John Carpenter and the pace picks up nicely once you get on to the main plot. As before, the graphics wobble a bit in places and the dialogue is a little stilted, but its still all good, clean fun. There's nothing quite as revelatory as in City of the Daleks, although the TARDIS has acquired a new function (apparently as a mobile radiator for those unable to dress appropriately, despite the extensive wardrobes onboard; presumably the Menoptra finally got the Second Doctor's fur coat).

My only other niggle is where the hell do these people buy their jelly babies? Honestly, vanilla flavour? Really? I mean, come on, jelly babies have colours for flavours; you know, the green flavour and the red flavour and the purple flavour. They've never actually tasted like anything vaguely fruit or seasoning related, for heaven's sake. And don't get me started on the chocolate one...

The Grand Moff himself has declared these things canon, so get on in there and kick Cyber botty. You know you want to!

Wednesday, June 9, 2010

Game for Adventure

This weekend just gone saw the release of the first of the BBC’s interactive Dr Who adventure games. Well at least, it did if you were in Britain and owned a PC. The Beeb, in their infinite wisdom, have region-locked the game in order to charge those overseas for the pleasure of perusing it. Fair enough, as I’m sure it will have cost them many shiny quatloobs to produce, but they could have at least gone for a simultaneous release world-wide so our Colonial cousins weren’t chomping and frothing about the sheer injustice of being on the wrong side of the Puddle. Again.


But what will you be getting for your money as and when they finally let it go Stateside? Not a bad little game actually. The graphics are a bit wobbly in places and some of the animation is a little basic, but the backgrounds are rather nicely rendered. They’ve really captured Matt Smith’s ambling gait, leading me to suspect that he’s not actually a Labrador puppy in a skin-suit after all, but a computer sprite on the run from Reboot.

There’s lots of creeping about (sadly, no cardboard boxes for the Metal Gear Solid fans) and some devilish little hand-eye co-ordination puzzle games to complete. These wouldn’t have been so bad if the game wasn’t doing its best impression of Second Life on a Saturday night. In fact, trying to do the last two climactic encounters whilst wading through computer treacle was a tad frustrating after a while. If it hadn’t been for the lagtacularness of the final stages on our poor little laptop, it probably would have taken about the time of a TV special to complete, without the regret and time you’ll never get back feeling usually associated with, say, an RTD gap-year episode.

You’ll find no spoilers here, but there are some immensely important continuity points brought up during the game, which made us at Chez Pixie make happy “Ooo” noises (though why they’ve felt the need to change the name of one thing, we’re not quite sure). And thanks to the way the game is written, everything’s sorted out in time for tea with no harm done. Once again, as so often during the current TV series, the continuity nods will please old fans without confusing or alienating the new ones.

The voice talent do a decent job, although neither Matt Smith nor Karen Gillan seems to be quite cut out for voice-over work. Maybe its their lack of experience; only time will tell on that one. The sheer physicality that Matt Smith brings to the role is understandably missing and its quite odd how flattened his portrayal feels without all those little far from tawdry quirks. Not that he gives a bad performance here, far from it, but it’s just not quite the same.

And that’s really the point here; it’s a fun game featuring the Doctor and Amy and it’s an entertaining little diversion, but in the end it’s not as satisfying as a TV episode. Well, the good ones, anyway.

Next time we get to go head to head with the Cybermen. Wonder if they’ll get round to sorting out the whole Mondas/Cybus Industries thing…

Sunday, May 23, 2010

All Good Things. Dr Who: Adventures in Time and Space Review Part 3

Here we are at the equivalent of the season finale re: the Dr Who RPG. The first part, a general overview, can be found here and the second part, a quick look at the Player’s Guide, can be found here.


I’m not going to review the adventures booklet provided in the box set; we don’t want any spoilers, now do we? All I will say is that there are two full adventures, one created for the Doctor and Martha and another for either the Doctor and his mates or a random bunch of investigators. On top of that, you have over 20 story seeds for last minute inspiration or quick and dirty play. Many of the themes are familiar to Dr Who and the genre as a whole, but there’s plenty in there to keep a group going for a while.

So now we’ve dealt with that, let’s move on to the Gamemaster’s Guide. As with the Player’s Guide it’s sumptuously produced, crammed with full colour shots from New Who series 1-4. My only real niggle with it (putting my lecturer’s hat on) is that there are some really odd grammatical choices in parts of the editing that felt really jarring (and that I’d mark my students down for). But then, I am incredibly old-fashioned that way, ‘though I haven’t quite taken to wearing a tweed jacket with leather elbow patches. Yet. And then there’s that odd box on the top of page 53 about introducing characters in a game, slap bang in the middle of a section on healing and damage…

These complaints are minor and it’s incredibly hard to spot every typo and layout mistake in a project of this size (and Cubicle 7’s staff will be kicking themselves every time they spot one, trust me). The rest of the book is good; straightforward to read, littered with examples from the series, only one of which I couldn’t place for the life of me (the SS Nakamura, anyone?) and some lovely humour harking back to the original series. Indeed, the Brig gets his infamous yet here anonymous (“former head of UNIT”) quote about aliens being resistant to bullets included in the description of potential alien immunities that will tickle long-standing fans without confusing new ones (à la the whole “Who the hell is Rassilon?” debacle at the end of the specials).

So what do you have in there? Another index (yay!), nicely named chapters (we do love a big ball of timey-wimey stuff), more in-depth descriptions of the character stats and the rules themselves, a chapter on monsters you’re likely to want to include in the game (but no named characters; they’re coming in another supplement later in the year) and two very nice chapters on what a GM does and the structure of a story. Even more nicely, they’ve duplicated some of the critical information from the Player’s Guide in there as well, so the GM doesn’t have to go borrowing the players’ book from them at a crucial moment.

I briefly mentioned the rules in the first part of this review: you pick which Attribute, Skill and Traits that will affect your attempt at some task, chuck your two six-sided dice and add all the numbers together. You compare them to a difficulty, usually set by the GM, and as long as you equal it or beat it, you’ve succeeded. That’s as far as it has to go, but there is a very nice touch in what could basically be described as the Vicki Pollard mechanic (“Yeah, but, no, but”). This allows you to have degrees of success and failure based on how far above/below the target number you were and its great for getting some extra dramatics into the game if you don’t already do that sort of thing. Not sure I’d use the mechanics for chases (far too much book-keeping for my tastes), but it’s good to see such an important staple of the Dr Who episode treated to a good few pages of its own.

Those of us who have been roleplaying for years won’t find a great deal of new material in the last two chapters, but for those new to the hobby there is a lot of sound advice (if repeated a bit on occasion) on the potential pitfalls, the types of players you will encounter and how to construct a story that flows logically from start to finish (maybe RTD should have read this section a bit more carefully). It does include one very telling comment in the section on antagonists, bringing up the point that you’d be hard-pressed to find someone unfamiliar with the Daleks. And it’s true; they have transcended the genre to become cultural icons in their own right, as evidenced by the Green Party’s use of them in their recent UK election campaign. Still, the book gives you more than enough information to create your own tailored and/or unique bad guys, as well as the ability to create the ones from the series that they haven’t included here.

If you’re still not sure, pop over to the game’s website. There you’ll find several downloads, including a Player’s Guide preview and the Tenth Doctor’s character sheet.

All in all, a lovely shiny game and accessories, a well balanced rules system that can be pruned to suit your group’s playing style and sufficient support to get you going in the right direction. Can’t wait to see the Aliens book, the UNIT box set (by golly, it looks as though they're going for the UNIT timeline!) and the Companions Guide.

Watch this space for the reviews...

Monday, May 17, 2010

Doctor Who: Adventures in Time and Space Review (Part 2)

The first part of this review about the new(-ish) game can be found lurking here. Now, down to business. The rules:

Let’s start with the Player’s guide. There’s an index on the back cover, which is a good start. You’d be surprised how many RPGs don’t actually include an index, even for games which are much larger than this. Then we have quite a nice introduction into what roleplaying is and the background to the game, before delving into character creation. If you don’t want to use one of the pre-generated characters included in the box, this section tells you exactly how to create your own Timelord and companions.



Basically, you start with a set number of points that you assign to particular areas. In this game, that’s Attributes, Skills and Traits. There are six Attributes which give your character a rough idea of their overall capabilities. Then there are your Skills, which make it all a bit more specific. I freely admit that this is the point at which I often give up on RPGs; the background might be amazing, but endless lists of abilities usually kills my enthusiasm stone dead. There are quite a few skill descriptions in here, and although for me it was a bit of a slog, I made it through unscathed thanks to some nicely judged comments relating back to the TV show.

Possibly the most interesting of these three areas are the Traits, which show a genuine knowledge and affection for the setting. The best examples of this are “Resourceful Pockets” (a Doctor staple) and “Screamer!” which made me laugh a great deal at memories of Sarah Jane and her powerful lungs. There are also bad Traits, which gain you extra points to spend elsewhere, a fairly common idea in gaming but again containing a nice nod to the show’s history, particularly in the form of “Unadventurous”. This Trait can be used to “retire” a character from the story by giving the companion a reason to leave when they are fed up of being cold and wet, hypnotised left, right and centre, shot at, savaged by bug eyed monsters or not knowing whether they’re coming or going or been. There are also some fairly special Traits for aliens and Timelords, should you wish to play such high powered characters. There's a sample character sheet here to give you a bit more of an idea, along with one for the Tenth Doctor.

The next chapter deals with the actual rules for running a story. There are quite a few tables and loads of examples, some from familiar episodes and some new. A rather cool feature is the order in which events will happen during any given encounter: those who wish to talk go first (so they can do the whole Tennant Shouty Man thing if they want), then those who wish to run (all very in-keeping with the show). Those who wish to do something, like build a gadget, go next and finally those wishing to resort to violence have to wait until the end. The anti-gun message is perhaps a little strident given the Doctor’s previous history regarding fire-arms (and UNIT), but it does fit with Tennant’s holier-than-thou attitude on the matter.

There’s a whole load of stuff on damage and how to use story points to avoid getting moshed (and how to get more of them if you’re running a bit low), which all leads in to a final chapter of hints and tips for the new player. Needless to say, they’re rather more useful than the one from Timelord…

Next up, a review of the Gamesmaster's Guide.

Sunday, April 4, 2010

Adventures in Time and Space

For fifty minutes one cold November day, I was Sally Sparrow.


Perhaps an explanation is in order: I’ve been a roleplayer for a very long time now. To be frank, most of us have. And I don’t mean the corporate team-building type of stuff (or, ahem, anything else). Anyone who’s ever daydreamed or told stories, placing themselves in the hero’s shoes, has roleplayed, just a little bit. All those games you played as a child, tearing round the school playground pretending to be someone else? That was roleplaying, too. But when you say roleplaying to a lot of people, the first thing they think of (okay, maybe the second thing) is Dungeons and Dragons.

D&D, by Gary Gygax and Dave Arneson, is recognised as the first codified roleplaying game (or RPG). Down the years since its first appearance (1974, a fine year, seeing as it was also the year that Tom Baker took over as the Doctor), there have been many descendants, some good, some bad, some original, some taking well-known licences and attempting to adapt them to the roleplaying format.

There have been three Dr Who roleplaying games. The first was published by FASA (1) in 1985 and has Tom Baker and Leela on the front cover, even though neither of them was still in the show. The second was “Timelord” by Virgin (2); unusually for the time, it was printed as a standard paperback and marketed as such to fit in with their line of novels. It includes the following classic piece of advice for novice roleplayers: “Role-playing is like acting: some people are good at it and others are appalling. There are some splendid examples of bad acting in the television series, so a player who cannot throw himself into a role is hardly setting a precedent – in fact he is making an accurate contribution to the adventure!”

The latest is by Cubicle 7 (3). I’ve known one of the people behind this for almost 17 years and was thrilled to bits when I heard his company had the licence, because I knew that he was a safe pair of hands. I also knew that the BBC were being incredibly co-operative, giving the writers virtually unlimited access to materials to make sure that everything was right in the finished game. We pre-ordered our copy the same day I got to play Sally Sparrow (and won a Dalek standee, but that’s another story) because the display boxed set was eye-poppingly gorgeous.


Yes, I said boxed set. Many of the early RPGs came as multiple booklets in a box with a few dice. They then graduated onto A4-ish hard or soft-backs. Others, like Timelord, have been published in a smaller, more recognised format. Like its FASA predecessor, Cubicle 7’s game has gone for the traditional boxed set, but not for the same reasons. Licensing intellectual property is a very complex area these days; someone else already has the licence to produce Dr Who books, so the designers have been forced to be creative and return to the game’s roots all at the same time. And yes, it has dice in it. They have TARDIS blue dots on them.

It also has a lot of other stuff in it: a Player’s guide, a Gamemaster’s guide, an adventures book, character sheets, pop-out gadget cards, story point counters and a four sided rules summary, all very similar to James Wallis’ favourite game of all time, the hugely influential Ghostbusters (4). And that’s one of the new game’s strengths: it has learnt from the best of the past and given the players a fast, simple way into the game that doesn’t necessarily require several days’ reading first. You can pick up the quick start guide (helpfully labelled “Read This First!”) and the pre-generated character sheets (Tennant’s Doctor, Rose, Mickey, Martha, Donna, the decent, non-Touchwood version of Captain Jack, Sarah Jane and the tin dog) and just get on with it. There’re not many games that you can say that about.

Let us return briefly to the look of the thing, rather than the feel of it. It is beautifully produced. Everything is in glorious colour, with great production stills scattered liberally throughout the book (everything up to the end of the fourth New Who series). Interestingly, there are as many pictures of Sally Sparrow as there are of Mascara Girl, who had two whole series compared to Sally’s one episode. This leads me to suspect that, like many of us, the writers had a real soft spot for Mr Moffat’s heroine. It’s as visually stunning as a game needs to be in these days of attention grabbing high competition and roleplayers like shiny things as much as the next man. Well, probably more so, actually.

I’ll go over the crunchy stuff in Part II, but here’s a few first impressions. The short demonstration game I played at Dragonmeet last year was fast, fun and very organic. It involved a little bit of maths (rolling two dice, adding them together then adding two more numbers to that, comparing it to a difficulty and seeing if you’d beaten it and by how much), but there are far more complex rules systems out there and it didn’t get in the way of the most important part of the game – the storytelling. Yes, I might not have enjoyed it quite so much if I wasn’t playing Sally, but overall I went away with the conviction that I’d done the right thing in ordering the game.

As an aside, the next day, sitting in the pub at a post convention get-together, we decided (rather cynically) that the only thing that could make the game better was the inclusion of RTD points to counter balance the story point mechanic (story points allow you to influence the game in a positive direction if the dice decide they hate you). These RTD points would be traded in to make sure that you could end the story in the most unsatisfying way possible, or drag it off into the realms of domesticity just as it was getting interesting. To be fair, we had all just seen “Waters of Mars” and were justifiably peeved at the way you-know-who was frittering away all of the good will he had accrued during series four. Having seen Matt Smith’s first outing, I’m not sure we’ll need them anymore.

The Prof played in a much longer game a few weeks ago in Edinburgh. He ended up being the Doctor because everyone else was a little bit daunted about playing him (not the Prof, he’s done this sort of thing before, in full Colin Baker costume, for his sins). He thoroughly enjoyed himself and whilst attempting not to be too much of a geek, tried to make sure that he got in as many RTDisms and canonical nods as possible. He too thoroughly enjoyed himself and came away with a big daft grin on his face, spending a large amount of the train journey home telling me just how much fun he’d had.

In the next instalment, we’ll look at just what’s in all of the other books in a bit more detail. But I can tell you already that a Regeneration set is due in the Autumn to allow people to play as Matt Smith’s Doctor and companions and that at around the same time, original series Doctor boxed sets will start to be released, beginning with William Hartnell’s. There is also a UNIT source-pack on the way earlier in the year that covers all of the TV material, for fans of the Brigadier and the most useless bunch of soldiers in the known universe. There is no word yet as to whether it contains a UNIT timeline…

1 – The Dr Who Role Playing Game: Adventures Through Time and Space (1985) FASA
2 – Timelord: Adventures Through Time and Space (1991) Ian Marsh & Peter Darvill-Evans; Virgin
3 – Dr Who: Adventures in Time and Space, the Role Playing Game (2009) David F. Chapman et al; Cubicle 7 Entertainment Ltd
4 – Ghostbusters, a Frightfully Cheerful Roleplaying Game (1986) Sandy Petersen, Lynn Willis & Greg Stafford; West End Games

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