This
book is not what I expected. To be honest, however, I’m not
entirely sure what I expected. I figured there would be information
on the first Doctor and all his companions, probably also the key
aliens and villains from that era. There would probably also be
advice about playing during the first Doctor’s time along with some
adventure ideas. Most of these things are present in The First
Doctor Sourcebook, but they take
up only a very small portion (maybe 30 pages or so total) of the
book. Beyond these things, I don’t really know what I expected, but
I certainly didn’t expect what the book delivers. The vast majority
of this 160-page book is devoted to presenting each of the first
Doctor’s television stories as adventures that people can play out
in their Doctor Who: Adventures in Time and Space
games.
There
are a lot of different ways you can play Adventures in Time and
Space. You can play as one of the Doctors and any of his companions.
You can create unique companions to travel with the Doctor. Or you
can create your own original Time Lord characters to use instead of
the Doctor. Alternatively, you can play the game without a Time Lord
at all and have an all-human group, perhaps a UNIT or Torchwood
group, or a group of time agents from the 51st century. There are
limitless possibilities, but one possibility I never once considered
was playing out a television story as a game adventure. And honestly,
after reading the book, I would still never consider it.
The
very first things that came to mind upon discovering “An Unearthly
Child: The Adventure” were the endless problems that could be
encountered with such a campaign. First off, the gamemaster and
players need to be willing to let the adventure play out differently
to the television episodes. There’s little point in trying to
slavishly recreate exactly what happened on screen—might as well
just sit down and watch the episode in such a case (or listen to the
audio if it’s a missing story). Unfortunately, there is a kind of
player (or gamemaster) out there who will complain whenever something
happens differently and will insist that the “correct” thing
happens. At the other extreme, however, there is also a kind of
player who will do everything in his or her power to make sure things
play out as differently as possible. Rather than let things happen
naturally, this kind of player will do something for no other reason
than it’s the opposite of what happened in the television episode.
Admittedly, this is a player problem, not really a problem with the
adventure, but it’s something that gamemasters and players need to
be aware of. Even the best and most cooperative players and
gamemasters will still likely compare in their heads what is
happening in the game with what happens in the television episode,
and this can subconsciously affect their actions. I suppose the best
way to play a television story as an adventure is to have a
gamemaster who is fully familiar with the television story, but
players who have no knowledge of it at all. This also likely means
the players are not very familiar with the first Doctor or his
companions, in turn meaning that the characters could end up very
different from their television counterparts. The GM should certainly
let that happen; however, it then begs the question of why play with
the first Doctor and his companions at all? Why not just create new
characters and new adventures?
To
be fair, The First Doctor Sourcebook
does not in any way suggest that these stories should slavishly
follow the TV scripts. Indeed, it advises the exact opposite, that
gamemasters should let the adventures play out in whatever way the
players take them. Many of the adventures even offer suggestions of
things to change about the original story. Nonetheless, I still find
the entire set-up problematic and ultimately self-defeating. As a
one-off, it might be interesting to run an adventure based on a TV
story, but as a long-term campaign, I just can’t see it working.
There’s a big difference between what makes a good story and what
makes a good game adventure. An adventure needs to be more open-ended
than a story. NPC actions need to change and adjust based on what the
PCs do rather than follow a set script or plotline. It’s also much
more difficult to split characters up in an adventure than in a story
(and splitting up is pretty common in Doctor Who
stories), so the adventure has to allow for the characters spending
most of the time together. To account for these things, gamemasters
need to change the TV stories in some way, sometimes quite
significantly, but then, is it really still the same story? If I were
to run a campaign where the players were playing the first Doctor and
his companions, I would run original adventures set between the
television stories. While many of the stories of this period ran
directly into the next, there are nevertheless several gaps where you
can place new stories. Novels have been doing this for years. No
reason game adventures can’t.
Now,
the problems and logistics of running a TV story as an adventure
aside, there are a number of other problems I have with Chapters Two
through Ten (the TV story adventure chapters) of The First
Doctor Sourcebook. Scattered
throughout these adventures, there is actually a selection of fairly
good advice regarding designing adventures. As you read through these
chapters, you begin to realize that they are more than just a
selection of adventures to play through. They also constitute a guide
on how to design an adventure. That’s all well and good, except
finding particular kinds of advice can be very difficult. Few people
read gaming books all the way through. People tend to read only the
sections of immediate interest. This is particularly true of books
that contain a compilation of adventures. While readers might skim
all the adventures, they’ll often only fully read the ones they’re
actually interested in running. As such, they’re not going to see
all the advice. Worse, some of the advice shows up in locations you
wouldn’t necessarily expect it to. For example, advice on naming
your adventure is in “The Savages”. Anyone looking for that kind
of advice has no reason to expect to find it there or in any other
story.
Admittedly,
most of the time, the advice is related to the story at hand. Many of
the historical stories, for example, contain advice on designing
historical adventures. However, in this case, this advice is spread
out over numerous stories. “Marco Polo” gives advice on plotting
a historical story. “The Crusade” gives advice on using
historical characters. “The Myth Makers” talks about using
historical events. For inexperienced gamemasters to get a good
overview of how to design a historical adventure, they need to read
all the historical adventures in the book. Since a significant part
of this book seems to be about giving advice on how to design
adventures for the first Doctor, it would make far more sense to
compile all this advice into a chapter of its own, rather than
scattering it willy-nilly throughout a bunch of adventures that
gamemasters may or may not read otherwise.
I
was also rather surprised that, although the first Doctor’s and his
companions’ game statistics are included, there is only a very
brief discussion of the Doctor’s character and personality in
Chapter One and no discussion of his companions’ characters (apart
from a couple of lines of personality and background on their
character sheets). To be able to play in the first Doctor’s era, it
would seem to me that a look at the relationships of the Doctor and
his companions would be an extremely important thing.
I
also have problems with the writing itself in this book. The Synopsis
section of each story-adventure is in the past tense. It’s much
more standard to write synopses in the present (what is called the
narrative present). It’s all the more jarring here because the
remainder of each story-adventure reverts to present tense. There are
also a couple of occasions where the writer suddenly switches to
first person even though the vast majority of the book is not in
first person. One occurs in Chapter One on page 8: “The Doctor tries to drop Ian and Barbara off in 1966, and the closest he gets is the Reign of Terror in France. He has many
excuses—I’m sorry, there are many reasons for this inaccuracy.”
Another occurs on page 33 in “Marco Polo”:
Obviously, you wouldn’t use Presence + Transport then, it’d be Ingenuity + Technology. Well, I suppose you could use Presence if it was an intelligent robot vehicle. Although then what would spook an intelligent robot vehicle? Look, I guess you can use Presence + Transport in a situation where your intelligent robot car gets spooked by some unknown force, but to be honest, anything that scares a metal car is probably worth running away from…
These
sudden changes to first person (particularly the second example) jar
heavily with the style of the rest of the book. Finally, the writer
is unable to decide between “an historical” and “a historical”.
Both are used throughout the book and the lack of consistency is
annoying.
The
Second Doctor Sourcebook is now
available but I haven’t purchased it yet. The completist in me says
I’ll probably get it eventually, but if it follows the same format
as The First Doctor Sourcebook,
that probably won’t be for quite a while yet. Perhaps not at all
(which also means you shouldn’t expect a review of it from me any
time soon). Overall, The First Doctor Sourcebook
is a book that is almost entirely useless to me, and I’m having a
hard time imagining much use for other people. People unfamiliar with
the first Doctor won’t actually learn a great deal about him or his
companions. They can get a vague idea of the types of stories from
the period and if they read every story-adventure thoroughly, they
could pull out some useful advice on adventure design, but that
advice is too scattered for anyone looking for anything specific. I
can’t help but think that the biggest problem with this book is the
length. Trying to spread everything out over 160 pages means having
to add in a lot of filler, and that results in the decent information
getting lost amongst it. Ultimately, I think it was a bad idea to try
to do separate sourcebooks (especially of this length) for each
Doctor. (I have no idea what they’ll do with the eighth Doctor, who
only has one television adventure and, to the best of my knowledge,
Cubicle 7’s license doesn’t extend to the audio adventures and
books.) It would have been better to do a single book about the
Doctor, with each incarnation getting its own chapter. Drop the
stories-as-adventures idea and focus on discussing who the Doctor and
his companions are. Discuss their history and relationships and
provide some ideas for new adventures with those Doctors and
companions. As it is, a separate book for each Doctor just isn’t
worth it.
Good review, and I have to admit that I was surprised, and a little disappointed at the format. However, I have a creative group, and I think I'm the only one in it who's versed in the entire series. So when and if I run these "episodes" I'm curious to see how players approach them without those preconceptions. By the way, I don't really think what you've said here sounds like you're calling it a 1-star product (I got here from DriveThruRPG.com). Not that I oppose your rating system, but if I were to see this review independent of its link from DTRPG, I'd assume you found some merit in it. Just an observation.
ReplyDeleteYeah, I'd agree with you about the 1-star rating. That was an overreaction and I probably should have given it 2 stars. I don't generally give scores along with my reviews on this site so I don't really have a system for assigning the scores. Unfortunately, I can't change the score on DriveThruRPG because I can no longer edit the review. Oh well.
DeleteGlad you liked the review!