Author Archives: Paul B

About Paul B

Gamer, reviewer, history buff and business analyst. Living in Manchester, in the UK. I work as a senior business analyst and manager. When I'm not at work, I: * Write tabletop game and book reviews, * Develop and market All Rolled Up dice bags with my wife, * Wallow in a library of Tudor history books, and (occasionally) * Write freelance RPG projects - like Paranoia, Maelstrom & Outlive Outdead

Under the Lake

Doctor_Who_Under_the_LakeOtherwise known as Echoes of the Baker.

Seriously, for all the right reasons, this could easily have been an episode featuring Tom Baker as The Doctor with his trusty screaming, but supportive, companion Sarah-Jane Smith.

An undersea base – once a military base in a village drowned by a broken dam – has been reopened because of the potential for profit. It would appear fuel reserves under the valley make a visit by a survey team worthwhile. Alas, they come across an alien spaceship containing an indecipherable message – and things go wrong from there.

Ghosts! Spirits of the dead, I tell you!

In short order, the ‘base under siege’ plot kicks in, with The Doctor and Clara as trapped as a crew – though, perhaps our time travels entrapment comes down to curiosity and the need for adventure more than physical restriction.

From the point of view of tie-in novels, the gap between here and the last episode must be huge. Clara seems positively buzzing on the potential for more excitement and adventure – which, upon arrival at the base, a gloomy and silent corridor doesn’t seem to offer.

However, once the traveller come face to face with the ghosts and then the crew, the excitement ramps up enough for Clara to stay.

Best bits?

Well, the gloom, claustrophobia, detective-work monologuing, and the sense of the alien about The Doctor harken back to Tom Baker’s turn as the Time Lord. Ghosts and mystery clash with technology and profiteering.

Clara has clearly set herself a goal of giving The Doctor a better bedside manner, providing him with convenient flashcards with calming and reassuring statements – which he proceeds to delivery in the most mechanical and unconvincing way. Lovely stuff.

Yes, we have been in the siege situation before. However, isn’t there some old truth about only a finite number of plots existing, so you have to recycle them eventually. Nothing wrong with that. I personally love the opportunity to run around the same lengths of a dimly-lit corridor from different angles time and time again. A curve, a junction and a couple of doorways – and voila! A whole base to have fun in.

You get Alien, Aliens and Alien3 thrown in for good measure, with the crew hunted, the gobby military personnel, the profiteering rep of the company with only his interests in mind, and the attempt to lure the adversary into a trap. Thankfully we pulled short of emulating Alien Resurrection – perhaps with The Doctor playing an over-enthusiastic and brutal game of tiddly-winks.

The episode just felt packed with nice touches and gentles nods at firm favourites – the TARDIS uneasy and the sound of the cloister bell, The Doctor quite forward about who he likes and who he has no time for, the brainstorming session for ideas where The Doctor just needs people to bounce his own ideas off, the House-style realisation that what The Doctor thought was completely wrong and suddenly the clues all fall into place.

And UNIT. The psychic paper flashes a UNIT ID and one of the personnel in the station has heard of The Doctor. No need for the traveller to worry they lack the credentials to take charge – UNIT still pack some clout and they’re not to be argued with.

Oh, and interesting to see the reuse of a known quantity in the Tivolian ghost. David Walliams played the Tivolian Gibbis in The God Complex – so we have a baseline understanding (assuming you’ve seen the episode) that they’re meek and pathetic by way of a defence mechanism. As The Doctor muses, what would turn such a cowardly alien into such a menacing and psychotic ghost?

I loved it and I can’t wait to see the next episode. The cliff-hanger ending was excellent… and simply leaves me wanting more, more, more.

More Capsules Please

Doctor-Who-coverNot so long ago, Cubicle 7 released several short and punchy PDF only adventures for Doctor Who. While they have since spent their time concentrating on the Sourcebooks for the individual Doctors – with some excellent content – I’m hankering after more of the snappy capsule adventures.

With the promise that they’ll soon be filling the current core rules void with a swanky new edition featuring Peter Capaldi, would there be a better time to support that release with more PDFs. When a newcomer tries the game for the first time, they will have already spent almost £40 – so, they’re unlikely to go all in and spend another £25 or more on a Sourcebook. However, having finished the introductory adventures, why not draw them in with something a tad more accessible and cheap?

Doctor-Who-Ravens-of-Despair-DWAITASCat’s Eye, Medicine Man and The Ravens of Despair are all less than £2 a pop in PDF, which seems a lot more practical and less of a gamble. I think The Ravens would probably be the best bet for a Capaldi-centred game while, thematically, Medicine Man suits Matt Smith and Cat’s Eye feels more David Tennant. Admittedly, it’s the Doctor and should be pretty interchangeable – and if you run a game for a player-created Time Lord and crew, it doesn’t much matter.

That aside, I thought these little adventures were great fun and great value – you can read individual reviews of Cat’s Eye, Medicine Man and Ravens over on Geeknative. I’d just like to see more – and the opening of the new series mid-September seems a prime time to launch them.

Wing It for Adventure

winter_for_the_adept_wallpaper_by_hisi79-d5zdo7xI ran the third and final session of the adventure Ice from the Eighth Doctor Sourcebook at the weekend. I think I could have finished this in two four-hour sessions, but we had more of a social thing going on and the focus wasn’t quite there. At a pinch, I think you could throttle this up to run in a single session or at a convention, but you would need to keep all the action tight.

On top of that, you would need to be really sharp in hitting the beats associated with building the threat. The ultimate secret of the icebound alien colony doesn’t work so well unless you have done ground work on the back story. I think, despite having three sessions to run it over, I failed to do enough of that very ground work. Ah well – lessons learned.

Overall, I enjoyed running the adventure – though I found myself increasingly improvising and casting the system to one side. I have to say that has everything to do with me and nothing to do with the Vortex system. When I want to get a game to a conclusion, the system goes out the window. Yes, the players still roll dice – because many of them enjoy that part of the process – but the nitty-gritty mechanics don’t trouble me.

I liked the way the characters starting to do their own improvisation around the situation. When they realised that they didn’t have an easy escape route, they used some fast talking and deception to find an alternative. The adventure has a traditional aspect of putting the TARDIS off-limits early on, so Tegan and Nyssa found a way to get it back – and then I threw the big threat in their way. Panic ensued, followed by the sonorous tones of the Cloister Bell. Yes, you have the TARDIS back; no, it won’t budge because the time rotor is making all the wrong sounds.

I enjoyed running the game and all the players go involved for the final session (after some patchy player participation in earlier sessions). The final showdown had just the right level of cricket involved (it was the Fifth Doctor!) and a final-final scene with a touch of Flash Gordon about it. Did the villian die or did he simply slip away to return another day?