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

Hell Yes

Hell-Bent-12th-Twelfth-Peter-CapaldiIf anyone cares about my opinion, I enjoyed Hell Bent.

I liked the stand-off at the beginning, with connections back to earlier episodes in the ‘barn’ – and the sense that the Doctor had the people behind him as a hero. The line in the sand and the escalating interest from the Time Lords… that worked for me, and I found it amusing.

The resolution of the Hybrid might not have necessarily been quite as expected, but I guess that was the point. It shouldn’t have been as expected, as then we would have been complaining it was all obvious. I think this sort of harkened back to the unofficial history of Gallifrey and The Other. The Doctor is a figure of significance in the history of Gallifrey, but not one who stands front-and-centre such as Rassilon or Omega.

I liked the Cloister Wraiths. I look forward to seeing more of The General – if for no reason other than the increasing possibility that The Doctor really might one day regenerate into a female form (Missy, The General and Romana show you just how brassy and ballsy a female Time Lord can be, so I say, why not?!).

I really liked the end because it turned the tables and left us knowing something The Doctor doesn’t. Personally, I’m all for the notion of what happens and the possible adventures ahead for The Diner.

For me, this was Maisie William’s strongest performance. Me felt self-assured and Maisie came across really well. It might have been the intention all along, but her turn as Ashildr has never really convinced me. Even in ‘Face the Raven‘, Me didn’t quite have the solid sense of the actor in control. I’m not quite certain what it was. ‘Hell Bent‘ finally served up the character played right and Maisie acting with the confidence you feel in Thrones. Heck, maybe I’m misplacing the blame and should aim my finger toward the director or the script? Who knows…

I hope that we can now have an accessible Gallifrey and a prospect of Time Lord intervention now and then. I sort of liked the arrogant and mildly incompetent touch of old. With Rassilon gone, why can’t we have a Gallifrey once more without the sense of being the greater evil?

Quick Doctor Who Characters – Part 2

doctor-who-vortex-quick-charactersI ran The Blood of the Zygons this last weekend for Doctor Who (Vortex system) and I declare Quick Characters a workable option. Not flawless, but workable.

I introduced the base game mechanic (2d6 + two character scores) and got going with the adventure.

When the time came for some action, I laid out the college cards – which show the Attirbutes and a Trait or two – and asked the players who wanted to meet a challenge which card they wanted. At that point, most of the players committed to taking a card. I had the roll based on two Attributes at that point.

Next challenge, I revealed the bottom row of cards, which display Skills and an Attribute adjustment, with a Gadget thrown in for good measure. The players all opted to take something straight away this time – probably because the unfolding adventure put them in immediate peril.

The final card followed before the scene closed and the theme music cut in.

I Don’t Have That…
Over the course of the game, I did find once the characters split up some found having the right skill an issue. When I declared a combination of Attribute and Skill, the response was they’d have one and not the other. With a full character, this would simply be a Skill with a low or zero value.

I think I’ll plug that gap with Story Points. In a short convention game, Story Points don’t actually get spent as quickly as you might like as a GM. At a push, characters in a bind can get a Skill in something – as a one off – by spending a Story Point like the “Like This, Doctor” ability. A straight +3 modifier for a single Point should suffice and make the difference where there’s a shortfall.

That should keep the story moving and the Story Points flowing, so by the end of the adventure the players might get the sense of impending doom that comes with a Story Point overdraft…

Link to card sheets:
Doctor Who RPG Vortex Quick Characters

Quick Doctor Who Characters

IMG_20151011_160018-2I’m running one or more convention games of Doctor Who (from Cubicle 7) over the next few months, starting with this coming weekend.

This past weekend, I finished creating a set of “pre-generated” character cards for the game.

Essentially, they’re not complete characters by any measure – just enough to get through a session. While I could easily have done six or seven fixed character sheets, I have been pleased with card-based characters when running The Dee Sanction and Night’s Black Laundry. My thinking, why not!

I plan to lay the cards down on the table and players get to choose one (or more) from each row as the game progresses. In practice, when someone pushes a challenge, then would be a good time to choose a card.

Alternatively, they could take one from each row at the start of the session. Or I could hand them out at random. That’s the approach with the other games I’ve used character cards. Indeed, my last game of The Dee Sanction generated some fantastic characters right off the bat based on the cards alone.

I think these cards might warrant some tweaking to achieve something like that. I’d quite like to add a random naming suggestion and maybe a motivation or two.

In use, characters will possess any Skills not listed, but they’d have a value of 1. Or zero. I don’t want to go down that route. I’d rather people stick with what they’re good at. Otherwise, players can make rolls based on Attribute alone if no one has the right Skill at the given location or a specific scene.

I tweaked the character generation process of my Call of Cthulhu game on the same basis around skills. I dislike the standard method that creates characters with tiny percentile chances of success on skills.

All characters start with 12 Story Points. Because I’ve created the cards without the full spread of abilities, I don’t want to penalise them further! While I have given everyone a gadget worth a Story Point, it still doesn’t quite compensate.

The three cards align in a column. I noticed that you could actually boil the standard character sheet down into a half an A4 column – so, why not do it with cards.

sample-vortex

The top row of cards has each of the six classes from the Time Lord Academy, plus a Gallifreyan who opted to ‘go wild’. The Shobogan made their appearance in Classic episode The Deadly Assassin. I wanted a non-Time Lord as an option, but with the potential to be involved and of value. Herein, the Shobogan fills the base roll of a more physical Gallifreyan.

The middle row has aspects of personality, which serve up good and bad Traits.

The bottom row fits a sort of career path, offering an extra Attribute point and key Skills. Also, extra Traits and a Gadget.

My adventure concerns students escaping Gallifrey at the start of the Time War, which (from a plot perspective) excuses the shortfall in points here and there. They are, however, the best and brightest the Academy has to offer.

Link to card sheets:
https://drive.google.com/folderview?id=0B2zIvdT-XhJieFlRMkQtZks0NXc&usp=sharing