The
United Nations Intelligence Taskforce (or Unified Intelligence
Taskforce as it’s been renamed in recent years*) has long been an
iconic element of Doctor Who.
In fact, apart from the TARDIS and the Doctor himself, UNIT is
perhaps the most enduring element of a show that is all about change.
Companions come and go. Even the Doctor changes his form and
personality. But UNIT keeps reappearing. It was most prominent in the
Jon Pertwee years, of course, but has nonetheless appeared in some
form with the vast majority of Doctors at some point or another.
With
UNIT playing such a major role in the history of the television show,
it only makes sense that any game based on Doctor Who
should need to address and describe the organization so that it can
be used in the game, too. This is where Defending the
Earth: The UNIT Sourcebook, a
supplement for Doctor Who: Adventures in Time and Space,
comes in. The book gives an in-depth look at UNIT and how to use it
in Doctor Who
roleplaying games that feature UNIT in any way, from games completely
about UNIT where there is no Time Lord character and all the PCs are
members of, or affiliated with, UNIT to games where UNIT only appears
on rare occasions, to everything in between. The book contains
material, too, that is applicable beyond just UNIT, such as some of
the new traits and gadgets, as well as the expanded firearm rules.
Defending the Earth
continues the trend of high-quality, well-thought-out books for the
Adventures in Time and Space game.
Similarly
to The Time Traveller’s Companion,
Defending the Earth
does have to take a couple of liberties in order to reconcile
contradictions in the television programme. In the case of UNIT,
there are far fewer of these needed than the myriad number of
contradictions regarding time travel and the Time Lords. However, one
glaring problem comes with UNIT dating. Exactly when do the UNIT
stories take place? Throughout the Jon Pertwee years, when UNIT was
most prominent, the assumption was always that the stories took place
a few years in the future, maybe five years or so, although an exact
date was never stated. It’s also possible to work out dates for the
Pertwee years by going back to the Patrick Troughton years and the
story “The Web of Fear”, in which Victoria says that she, the
Doctor, and Jamie first met Professor Travers in 1935 (in “The
Abominable Snowmen”) which was forty years earlier, placing “The
Web of Fear” in 1975 (or thereabouts). In “The Invasion”, the
Brigadier says that he last met the Doctor four years earlier,
placing it around 1979. Since all Jon Pertwee UNIT stories take place
after “The Invasion”, the earliest they could therefore take
place is 1979. In the Tom Baker story, “Pyramids of Mars”
(broadcast in 1975), Sarah Jane states that she comes from 1980,
which fits with the dating thus far. Alas, the fifth Doctor story
“Mawdryn Undead” categorically states that the Brigadier retired
in 1976 and took up teaching. Much of that story takes place in 1977.
Not only does “Mawdryn Undead” state specific years, in the 1977
segments, the Brigadier’s school is preparing for the Queen’s
Silver Jubilee celebrations, which cements the story pretty strongly
in that year. There are many other small things that complicate UNIT
dating, but this is by far the largest.
In
order to reconcile UNIT dating, you have to either accept the dates
given in “Mawdryn Undead” and retrofit everything else earlier in
time, or ignore “Mawdryn Undead”. Defending the Earth
goes the route of accepting the “Mawdryn Undead” dates. On the
whole, the chapter on the history of UNIT avoids mentioning many
dates (much like the tv series); however, it does state that the
Brigadier retired in 1976. This is not my preferred option, but I can
understand the choice. The Queen’s Silver Jubilee is hard to
ignore, whereas most other dates are vague enough that they can be
ignored. I am a little surprised, however, that there is no sidebar
mentioning the UNIT dating problem so that gamemasters could choose a
different option if they decide to. Instead, the book simply presents
UNIT’s history as if there was no contradiction at all. This is a
minor thing, though, and certainly not something that ruins the book
for me.
Following
the history of UNIT, Defending the Earth
goes on to discuss modern UNIT, with the focus being on using UNIT in
a game set in modern times. It should be noted that, even though this
book was published after “The Power of Three” aired last fall, it
does not cover the events of this story and so the reformed UNIT
presented in that story is not the UNIT presented in this book. A
significant portion of this chapter is on designing a UNIT base,
complete with a selection of good and bad traits you can select for
your characters’ base. This section is very much geared towards
campaign in which all the characters are part of UNIT, and it will be
of much less use to campaigns that only feature UNIT infrequently.
There are also stats for a selection of UNIT vehicles, as well as a
description of the different levels of security clearance and what
each level allows access to. Rounding off the chapter is a selection
of new gadget traits for creating gadgets back-engineered from alien
technology.
The
next couple of chapters are very game mechanics focused, providing
stats for generic UNIT troops and officers, as well as stats for
specific characters such as Brigadier Lethbridge-Stewart (both during
his days of active duty and after retirement), the third Doctor, and
Sergeant Benton. The expanded firearm rules modify the existing rules
only slightly by adding range increments to weapons and penalties for
firing multiple times in a single round. Although the chapter adds
this level of extra detail, it still stresses in a sidebar that “Guns
are bad!”, thus maintaining the game (and show)’s general
philosophy that fighting is not the best solution to most problems.
However, UNIT can be somewhat trigger-happy, and the expanded rules
add a useful extra layer to combat without over-complicating things.
Combat in the game remains deadly, and this is a good thing. It
encourages characters to look for other solutions.
Of
course, with UNIT involved, characters could find themselves in the
middle of a pitched battle between many combatants. Even with
Adventures in Time and Space’s simple combat system, such a battle
could get incredibly tedious. As such Defending the Earth
also offers two options for how to handle mass battles: the simple
mass battle rules and the advanced mass battle rules. The simple
rules treat each side of the battle as a single unit (regardless of
the different kinds of combatants that might be present on a single
side). Players and gamemasters then track the battle by simple rolls
that determine whether one side is gaining and the other losing. The
advanced rules work the same way, except that they break each side
down into multiple units. The advanced rules allow for slightly more
tactical planning on the part of the players and gamemaster, but on
the whole, I can’t see them being needed very often. The simple
rules should adequately cover most situations. On top of that, the
fact that the book actually recommends using a flow chart to track
battles using the advance rules might just be a bit intimidating to
all but the most tactically minded players. I suspect most players
will prefer the ease of the simple rules.
Following
this is a chapter on “Covering Up”, which talks about how UNIT
hides its activities from the general public. It includes a system
for determining whether the public learns of the characters’
activities. Events are worth various numbers of “Exposure Points”
which the gamemaster or players keep track of. The characters’
attempts at cover-ups can lower these Exposure Points. It’s an
interesting system, but one that is ultimately kind of pointless.
Since the amount of Exposure Points any particular event is worth
pretty much comes down to the gamemaster’s discretion and how well
the characters cover events up is also down to GM discretion (either
by pure fiat or the setting of a target difficulty for rolls), the
entire system becomes rather
arbitrary, which kind
of negates the point of tracking Exposure Points in the first place.
That said, the use of Exposure Points could add an interesting level
of tension for the players, and so they might be useful for some
games.
The
gamemaster section of the book covers designing UNIT adventures and
campaigns. It contains some handy advice on the kinds of things UNIT
tends to get involved with (basically extrapolating from the
tv stories involving
UNIT), and talks about the different styles and tones of adventures
and campaigns that are possible. There’s even a random crisis
generator—a series of tables gamemasters can roll on to create
random short adventures! Of particular importance is a look at how to
deal with the UNIT hierarchy amongst the player characters. While
it’s not unusual for many gaming groups to have a party “leader”,
few groups follow a strict military hierarchy, and placing one
character in charge of all the others can lead to potential problems.
The chapter does a good job looking at the pros and cons of the
different ways this can be addressed (from having an NPC officer to
making all the PCs equal ranking officers and more).
Defending
the Earth concludes with a pair
of adventures and a bunch of adventure seeds. The first of the
adventures is the better of the two. Entitled “Prison of the
Slavers”, it involves a group of Tharils (from the Tom Baker story
“Warrior’s Gate”) coming to Earth with a plan to conquer the
planet. The adventure is laid out well and provides a good supply of
options for the PCs. It doesn’t make the mistake (as some
adventures in previous books have done) of assuming the adventure
will play out in any one particular way, and instead allows for a
number of possibilities based on the PCs’ actions. It’s probably
the best-written adventure I’ve seen for Doctor Who:
Adventures in Time and Space.
The
second adventure, “Mind the Gap”, is a shorter adventure
involving the Cybermen. It’s more straight-forward and linear than
“Prison of the Slavers”, but is a decent adventure nonetheless.
The adventure seeds offer a wide variety of adventure stories and
styles; however, I do wish fewer used recurring elements or villains
from a television story. As it is, both full adventures and the
majority of the adventure seeds are in some way based on a television
story (Tharils, Cybermen, Krynoids, Slitheen, Christina de Souza,
etc.) and only a couple use completely new elements or villains. A
little more originality would have been good.
As
a whole, the book has an interesting layout with the borders of each
page made to look like the edges of file folders. Pictures from the
tv series are made to look like photographs attached to the files. I
really like the visual style this gives the book. It brings readers
right into the whole flavour of UNIT.
All
things considered, Defending the Earth: The UNIT Sourcebook
is a very good book. It’s not quite as good as The Time
Traveller’s Companion (which
is probably more universally usable in people’s campaigns), but it
handles its niche admirably. The background on UNIT and the stats for
UNIT officers and soldiers are very useful, and the new traits,
gadgets, and expanded firearms rules can be used even in games and
adventures not featuring UNIT. Defending the Earth
is a fine addition to the Doctor Who:
Adventures in Time and Space catalogue.
*
According to Russell T Davies, the UNIT name change occurred because
the United Nations did not wish to be associated with the fictional
organization and the show could no longer use the UN’s full name.
However, the abbreviations could still be used as long as their
meaning was never specified. The last use of “United Nations
Intelligence Taskforce” on-screen was in the 2005 episode “Aliens
of London”. The new name, “Unified Intelligence Taskforce” was
first mentioned in the 2008 episode, “The Sontaran Strategem”.
Between these two stories, the meaning of the name, UNIT, was never
mentioned on-screen.
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