Category Archives: Roleplaying

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

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.