Showing posts with label Doctor Who RPG Adventures in Time and Space. Show all posts
Showing posts with label Doctor Who RPG Adventures in Time and Space. Show all posts

Sunday, July 5, 2015

The Doctor Who Campaign: First Sketch

This is an old note from 2010, that stayed in draft for 5 years. I publish it now.

So I ask each player for 3 times/places his or her character would like to go.

I got some hot contenders already:

A dragon planet
a gothic 80ies time loop. (But where exactly?)
Ice planet: people without supplies coming any longer. (See Collapse by Jared Diamond)
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A water planet (where water is drying up)
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[Babylon or even older/first city. Ur?]
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Here is the first FAWS7 sketch for the dragon planet:

Cave with dragon eggs. INTERACTION/PRICES Human kid arrives later on to pick up eggs. On moutain cliff.
The human village. INTERACTION More or less wander off area. Young dragons used as cattle.
The dragon conditioning grounds. ACTION Baby dragons get lobotomized here. Story of dragon war. ACTION dragon "riders" attack
The palace of the dragon riders. INTERACTION They value wild dragons, but those are super dangerous to village inhabitants.
The dragons' meeting place. INTERACTION Dragon king talks about freedom for his race, but his son is hostage.
The alien invasion fleet. ACTION Dragon-Men in spaceships wants to free dragons.

TWIST 1: The dragons are braincastrated by the humans.
TWIST 2: There is an invading army to save the dragons.
TWIST 3: The dragon king initiated it himself, so that noone can take his crown.

VILLAIN: Dragon king.

McGUFFIN: Dragon king assisted Time Lord.



Villain of campaign:

The Looper. Time Lord that wants to seperate universe and run local 47h loops with highest happiness score instead. Shorter loops are to energy intense to keep them running. The Looper is happy that the Time Lords can't mess with his plan any longer. The Doctor swaped time machines, because he hopes to find out about Looper by using the Tardis that was messed with (aka PC Tardis).

Monday, August 9, 2010

Doctor Who Online Character Generator (and Messageboard)

I just found this amazing Flash online character generator for the Doctor Who RPG AITAS.
I got the link from the as amazing Doctor Who RPG Messageboard.

I also found a handy player handout pdf online.

Time travel galore!

Friday, August 6, 2010

Doctor Who Character: Alternative Time Lord, First Draft

So we created the Time Lord of the coming Doctor Who campaign.

Everything noted down here could change, but we could a good first concept. That pretty much started with the Gadget Card: Sonic Lipstick. That way we started discussing a Robert Smith (Cure singer) like Time Lord.

Here are the stats:

Awareness: 3
Coordination: 3
Ingenuity: 6 (incl. +2 from being a Time Lord)
Presence: 4
Resolve: 4
Strength: 2
[=20 Character Points overall]

Good Traits:
Time Lord (2) includes: Feel the Turn of the Universe, Vortex
Boffin (2)
Photographic Memory (2)
Screamer (1)

Bad Traits:
Code of Conduct (1)
Distinctive (1)
Eccentric (1) (manic-depressive)
[=4 Character Points overall]

Skills:
Fighting: 1
Convince: 3
Subterfudge: 4
Technology: 4
Science: 3
Athletics: 2

[=17 Skill Points; 1 STILL MISSING!]

Gadget: Sonic Lipstick

He was stuck for 20 years in the 1980ies in a time loop.

Personal Goal: Explore and find other Time Lords

We wanted him to have the TARDIS, so we decided to have him swap time machine with the Doctor, as the Doctor needed to have one with working Chameleon Circuits for some time.

(We discussed, but forgot to add Owes Favour and Tecnically Adept as Traits)

Wednesday, August 4, 2010

Doctor Who Adventure: Using Mythic for adventure creation - an example

I just created another adventure. It involves the PCs coming to a primitive world, where the PCs find a mind controling device that they can use freely. But the device turns those who where mindcontrolled mad after some time...)

Q: Scifi World?
A: Primitive Insanity, You

Q: You=PCs?
A: An Incorrect Assumption about Authority

Q: PCs think they are mind controled?
A: The Exact Opposite of Violence, A Random Passerby

Q: So PC find mind control device?
A: Horrifying Hilarity

Q: The PCs discover a mind control device that turns the victims batshit insane after use for some time.
A: NO

Q: The PCs discover a mind control device that mutates the victims. Maybe mind control only side effect?
A: YES

Q: WHo is the PCs opponent?
A: A Rough Likeness of Grotesqueness, Finding something to do

Q: The villain is a mutated PC?
A: YES

Q: Does the tech look like magic? YES

E: Progress on 'Finding something to do': the Movement of the Physical

Q: The villains looks for a mission? YES

Q: He asks the PCs for a mission? NO

Q: Someone tells him to move huge objects? YES

Q: Does the villains mission giver have bad intentions? YES

Q: Does he want to harm the PCs? EXCEPTIONAL YES

Q: Does he hate them? YES

Q: Does he know them from before? EXCEPTIONAL NO

Q: Has he lost his memory? YES

Q: Is he also time traveller? NO

Q: Is he an important political figure? YES

E: Positive for You: the Oppression of Elements

Q: Are the huge objects ancient pillars of tech? NO

Q: Living pillars? YES

Q: Are the pillars intelligent? NO

Q: Are the pillars intelligent? NO

Q: Does the task giver/ the villain's boss dream of the PCs? NO

Q: Did someone else tell him about them? EXCEPTIONAL NO

Q: So he just hates them when he sees them the first time? YES

Q: Does he show his hate? EXCEPTIONAL NO

Q: Is he a women? NO

The Mythic Gamemaster Emulator

I own the Mythic RPG already for a few years. It is a great way to play solo without a GM. The Gamemaster Emulator takes over the decisions. Most of the time you get a Yes/No answer, but every few rolls, a random event happens, that gives much more detail and new inspiration.

Originally this was a table in a pdf, but recently I found a flash version of the GM Emulator online.

An amazing thread at rpg.net details how to use the GM emulator for world building.

It's especially cool for settings, where you regularly need new worlds - like the Doctor Who RPG.

I just tested it and we created a world, where less than 10 gods exist, but those are banned into weapons and heavily interfere with the life of all mortals. Those gods are now weapons of mass destruction and seemingly can be used by a few chosen (but generally by everyone). These godweapons seem to be missilelike. I imagine them as talking weapon silos. Seems to be a great start!

Sunday, February 7, 2010

Doctor Who RPG: Adventures in Time and Space - Campaign Planning

Actually I spent the last month collecting ideas for a Doctor Who campaign for Cubicle 7's new game. For whatever reason I mad notes mostly in my iPod touch or on Evernote on my Android phone.
I guess this has to do with the fact that I think about it before going to bed or when waking up. Maybe it is also about the fact that I have much better portable devices for notes nowadays.
Anyways: my notes are pretty incoherent at the moment and in a mix of German and English.

Still I created a new way of sketching adventures and I hope that it works out fine.
I will soon post a first sample adventure.

The basic idea for the campaign is the following:
The player characters are from all over time and space (there has been no character creation yet). The find their way into a broken TARDIS. Inside the dark time capsule they meet the other PCs and a seemingly dead old woman in a techno coffin. The old woman sometimes talks a little bit and explains that the TARDIS was nearly destroyed and its pilot, the Doctor Who, has been thrown out in the Vortex by an unknown opponent and is lost in time and space.

The only way to repair the TARDIS and make her route controllable again is by letting her drift along the Doctor's fall and collect the parts he has lost. This cosmic hint hunt can only be done by free moving people and as soon as the TARDIS has landed somewhere, the PCs have to leave the time capsule with a provided cronon measuring device, and get 3 readings from different points at least 400 meters apart from each other and with 15 minutes between them. With this readings it is possible to measure the source of the cronons - most probably one of the items the Doctor lost - and retrieve them. The item will allow the TARDIS to travel to the next spacetime location, until the Doctor has been found.

Obviously each of the places is "interesting" and there will be an adventure before the item is returned to the TARDIS.

I have a millions of ideas for adventures. Basically you can go through your whole RPG collection and turn every scenario you ever wanted to play in an episode, but it will also depend on what characters the players choose.

The 1 items are:
1. Psychic Paper
2. Coat
3. Sonic Screwdriver
4. Converse Shoes

(As you can see it is about the 10th Doctor.)