Category Archives: Games

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?

Kit for Adventure

So, I ran the second session of the adventure Ice from the Eighth Doctor Sourcebook.

Running Doctor Who

The key to the game seemed to be having the right equipment at the table to facilitate the fun. I’m familiar with the rules – so, there’s no need to have my Limited Edition War Doctor-sporting rulebook on display. The core book sits on the floor or a chair nearby normally, as I only really need it if the players ask me a tough question and they really want an answer (rather than enthusiastic hand-waving).

Instead of the rule book, I use the Gamemaster’s Screen [A] (which would appear to be out of print, so if you want one you’ll need to try the secondary market). I find this screen a lot more useful than many other examples of the same (you know who you are D&D 5e), as it includes a plethora of immediately useful tables and information.

For the adventure, I just have the whole text available as a PDF on my 7 inch Tablet [B], although I also have occasion to do the same with a smartphone or laptop. Depends on the table space available. I keep notes in a TXT file or similar and any additional images or information in a folder on the desktop.

If I want to make real world notes, draw notes, scribble maps or present clues/riddles, I use my hand Dry Wipe pens [C] on my equally handy Super-sized Dry Wipe Cards [D]. Why use up all that paper and sticky notes of old, or roll an enormous battle mat across the table? If I’d had a battle mat it wouldn’t have fitted it on this table without getting in the way.

I keep notes on the cards and, as here, create a reference map of locations the characters have been or can visit [E]. Later in the game, I also drew a picto-glyph clue for them to refer to.

IMG_20150627_191447

Yeah – not overly subtle. However, it did have them wondering just what the alien’s had going relationship-wise. All at each other’s throats or not?

I have recently got hold of some Clear Plastic Stands [F] that work with my dry wipe cards. Took a bit of trial and error to finds ones that fitted – some clearly had some sort of thin card in mind and wouldn’t take a plastic card at all. Others would take half of one or the card simply slipped out and fell over.

In this instance I used the cards in stands for a map; in others I have used them for game aspects, key information or even quick character sketches. I experimented with create a dungeon – though I suspect I would have to be really keen to get all the work done for that.

I use a combination of standard dry wipe pens and Staedtler Correctable [C] – which you can rub accidentally with a finger or hand without loss. To remove, you use either a slightly abrasive tissue or cloth or they include a felt eraser on the other end. Combining both pens means you can have elements easily removed – like the difficulty to access a location in this adventure – and more permanent elements – like the location name – that need to stick around as long as you have a need.

My othered preferred point of reference in a game with locations (or a map) are miniatures for each playing; mind you, I’m not looking for tactical placement or accuracy. Here I use the Doctor Who figures from Character Building [G] with only a light regard for accuracy. I have the Fifth Doctor right, but for Nyssa I used Amy and Tegan got River. They’re both female – I got that bit right!

I have mentioned before the benefits of a stab of sound here and there – and for that I need my HMDX Jam Bluetooth Speaker [H]. I used it with both my phone and tablet – using the little cable that comes with it. Bluetooth is great, but in this situation it makes sense just to use the cable and conserve power! After the summary of Part 1, we had the theme tune. Later, I had some spooky atmospheric music as the team explored. Then, upon outlining the worrisome cliffhanger, a rousing turn of the closing theme followed. Perfect to frame a proper session of Doctor Who.

Finally, a nice Cup of Tea [T]. The Doctor would approve.