After
Doctor Who: Adventures in Time and Space
first came out a few years ago, a couple of other supplements soon
followed it (a GM Screen and Aliens and Creatures) and others
were announced. It was exciting for people who were both roleplayers
and Doctor Who fans as
it had been a long time since a Doctor Who
roleplaying game had been in print. However, after those first few
releases, the game entered a sort of limbo. The announced products
remained announced but not actually available and nothing new was
released. Word came through that the game needed to be retooled for
the arrival of the eleventh Doctor. But the eleventh Doctor arrived
and even had a couple full seasons and still, there were no new
products for Adventures in Time and Space. Then, last year, the
revised eleventh-Doctor version of the game finally arrived, and
Cubicle 7 assured fans more products were still on their way.
And
at long last, those products have started to show up. The
Time Traveller’s Companion and
Defending the Earth: The UNIT Sourcebook
(the two products that waited in limbo for a long time) are both
available, and a series of supplements covering each Doctor has also
begun releasing with the supplements for the first and second Doctors
currently available and further Doctors still to come. Once again,
it’s time for Doctor Who
roleplaying fans to be excited.
The
first of these books, The Time Traveller’s Companion
is a massive 240-page tome full of information about time travel,
Time Lords, TARDISes, and more. Pretty much everything to do with
time and its potential use in-game gets discussed in quite a lot of
detail. Most of the book is descriptive detail, from a complete
history of Gallifrey to temporal mechanics and space-time phenomena.
Adventures in Time and Space is a rules-light game and this book
maintains that, but that doesn’t mean there aren’t any new rules
elements here. These are mostly in the form of new traits
(particularly Time Lord and gadget traits) and new gadgets, but there
are also detailed rules for piloting TARDISes, regeneration, and
more. I’m actually extremely impressed by just how much detail
there is in the book. It has definitely made the long wait worth it.
The
Time Traveller’s Companion
compiles everything the show has ever revealed about Gallifrey, time,
and TARDISes, and strings it all together into one coherent whole,
even managing to deal with areas where the show has contradicted
itself. Of course, this means filling in some of the blanks left by
the show, such as details on the Time War or the history of the
Meddling Monk. This can be a bit of a risk as some future television
episode could easily contradict what this book reveals. However, the
book is careful not to take any more liberties than are strictly
needed (unlike the old FASA Doctor Who Roleplaying
Game, which made a number of unusual and not-entirely-logical
additions, such as deciding
that the Monk was an earlier incarnation of the Master). Indeed, it
is sometimes difficult to pick out exactly what has been added that
does not come directly from the tv series. The authors have done a
very thorough job of scouring the entire series for every smallest
detail to include in the book, making any additions to smooth it all
out as small as possible. (I suspect, too, that some of the additions
were inspired by Doctor Who
books and audios, although no such stories are ever referenced
directly, as that would be outside the bounds of Cubicle 7’s
license.) What they end up with is a book that reads as more than
just a game supplement, but also a comprehensive guide to the
television series.
After
a brief introductory Chapter 1 giving an overview of the whole book,
the book proper begins in Chapter 2 with a look at Gallifrey, both
its history and society. Also looked at are the major laws of time
and the chapterhouses of the Gallifreyan Academy, which I must admit,
I’ve always thought of as separate academies, rather than
chapterhouses of a single academy. However, this appears to be a good
example of how the book reconciles contradictions in the tv show.
“The Deadly Assassin” refers to Prydon Academy and references
Prydonians, Arcalians, and Patrexes, but other academy references
over the years have generally just been to “the Academy”
(although I admit my memory may be a bit faulty here). Turning Prydon
Academy and the others into chapterhouses of the Academy is a good
way of dealing with this. This chapter also provides the option of
playing Gallifreyan characters who are not Time Lords, one option not
really covered in the main rules, so it’s good to see
it here.
This
leads into Chapter 3, which provides advanced rules for creating and
playing Time Lord characters. This entails a sizeable selection of
new traits for Time Lord characters (all these traits have the Time
Lord trait as a prerequisite) as well as story point costs for the
type of TARDIS your Time Lord character has (the older the TARDIS,
the fewer story points you have to sacrifice). There is also an
extensive section on handling regeneration in the game, including
rules for determining how easy or difficult a regeneration ends up
being and random tables for determining changes in attributes and
appearance. The system works very well without adding any unnecessary
complication to the game. It involves a regeneration roll which works
like any other roll in the game. The level of success or failure
helps determine the final results. Greater successes may allow a
number of “rerolls” and/or “picks” on the random charts.
Rerolls allow you to roll a result again, but you must take the new
one. Picks allow you to roll again and choose between the two
results.
Chapter
4 is a look at temporal phenomena and time travel devices that aren’t
TARDISes. Pretty much every weird pseudo-scientific anomaly that has
ever even been mentioned on Doctor Who
gets a mention here, from the Blinovitch Limitation Effect to Chronic
Hysteresises. I am intrigued by the inclusion of Temporal Nexus
Points, moments or locations in time that are important, making it
dangerous to play around with time there. Although fixed points in
time (mentioned frequently in recent years on Doctor Who)
are included here as a type of Temporal Nexus Point, I can’t recall
any occasion in the tv series where anything is actually referred to
as a “Temporal Nexus Point”. The only use of this name I’m
familiar with is in the old FASA game, and I’ve always assumed it
was something FASA just made up. Is this a direct reference to the
old FASA game, or is there an actual brief reference to a Temporal
Nexus Point in the show at some point? While I like to consider
myself quite knowledgeable in Doctor Who,
fifty years worth of episodes make it difficult to remember
everything ever said on the show, so I concede that I may simply not
be remembering a mention. I am very curious.
The
various time travel devices in Chapter 4 are presented as gadgets
that gamemasters and players can use in the game. Each has a list of
traits and story points along with its description.
Chapter
5 devotes itself entirely to the TARDIS, from how to pilot a TARDIS
to special manoeuvres that you can attempt with a TARDIS, such as
temporal orbits and time rams. It also covers TARDIS damage and
repair, as well as all the various TARDIS systems and rooms. It
groups the different makes of TARDISes into four main categories:
ancient, decommissioned (old and out-of-date, but not quite as old as
ancient TARDISes), modern, and advanced (TARDISes developed during
the Time War). It provides templates for each of these broad
categories that players can then customize with additional traits of
their own choosing.
The
remainder of the book is gamemaster material. It looks at much of the
same kinds of material as the first half of the book, but provides
additional information, such as the more secret parts of Gallifreyan
history—the things the Time Lords didn’t want the rest of the
universe to know about. Chapter 7 includes game stats for some of the
most famous Time Lord villains and renegades, such as Morbius, Omega,
the Master, and even Romana. It also includes information on the
Matrix and various Time Lord relics, such as the Rod and Sash of
Rassilon. Perhaps most interesting are the weapons of the Time War,
devices of such power that GMs will want to be very careful about
including them in their games. To help create and describe such
devastating devices, the chapter includes “Apocalyptic Traits”,
such as Probability Shredder, which allows a weapon to expend story
points to change the results of any and all rolls made in a single
round—including the rolls of anyone or anything else, not just the
weapon or its user!
Chapter
8 provides gamemasters with advice on using Gallifrey and other Time
Lords in their games. It helps GMs determine what period of
Gallifreyan history to set their games in, giving advice on every
period from ancient Gallifrey right up to the Time War itself. There
are also game stats for generic Time Lords and Gallifreyans.
The
final chapter is on “Advanced Temporal Mechanics”. It covers much
of the same material as Chapter 4, but looks at the implications of
using these phenomena in a game, particularly how they can cause
problems and go wrong. The chapter also includes a number of
adventure seeds dealing with these phenomena. I do love the made-up
term coincidox, a
minor paradox that happens via simple coincidence (such as providing
Shakespeare with a line from one of his as-yet-unwritten plays,
causing him to copy the line from you, even though you learned it
from his play). There is the option to allow players to expend 3
story points to avail themselves of a handy coincidox.
At
the back of the book is an Appendix bringing together all the new
traits and various tables found throughout the book into one spot for
easy reference. There is also a TARDIS character sheet and very handy
temporal phenomena cards. Each card describes one temporal phenomenon
and can be handed to players of Time Lords or other knowledgeable
characters so that they can have their own characters describe
something in their own words (much like the Doctor does) without
having to ask the gamemaster to do it for them. It helps to make
their characters seem just a little more authentic.
It’s
been a long wait for The Time Traveller’s Companion,
but now that wait is over and it’s been well worth it. This is an
excellent supplement and will enrich any Doctor Who
roleplaying experience.
No comments:
Post a Comment