Saturday 29 September 2012

My first Doctor Who game(s) and thoughts about group sizes

...vworp vworp...

One of my main concerns leading up to the game was a thought about group size.

As I may have already suggested, the Doctor Who: Adventures in Time and Space roleplaying game seems to centre much more around creating complex narrative, plot and character events than it does around battle, levelling or growing the character's skills. Much of the challenge I see facing me as a newbie GM is in finding ways for the player characters to grow and develop over time through plot-related enhancements or disablements (for example, picking up a horrible phobia as a result of a particularly terrifying ordeal, or gaining telepathy through exposure to some Alien technology.

I have two groups running. One is a set of five players, making up The Doctor and four assistants. The other is a set of three players, with The Doctor and two assistants. I had worries about how the larger group would function, narratively. Partly down to this issue of providing focus on each character through narrative and also down to the historical issue of multiple companions in Doctor Who's history.

During Peter Davison's time as The Doctor, he found himself with three companions. Nyssa, Tegan and Adric. It's generally accepted that this was too many and that, half the time, one of the companions got left behind in the Tardis or written out to avoid overcomplicating the plot.

Having said that, Big Finish have successfully produced great audio dramas featuring the Fifth Doctor with Nyssa, Tegan and Turlough (perhaps it's just the Adric "sucking" factor).

Adric. Quite possibly the cause of all Suck in the universe.

But how does this relate to my fears over running a tabletop game? I'm keen for each of the players to be abe to contribute in an adventure. Using their skills, getting a bit of personal plot - these are the things I'd find rewarding as a player. It would be dreadful to have an adventure where a companion is just so much baggage. The other challenge is that the way to manage a multi-character Doctor Who story is to split up the party and have different action in different places.

This approach seemed like an advanced skill for a GM and not something I really wanted to take on too soon. However, it actually came pretty naturally. During an initial monster chase, the more fighty characters set off after the figure in the dark, while the investigative characters stayed behind to unlock a bit more of the mystery.

In fact, despite my concerns over five players being an over-large group, for Doctor Who purposes, it actually worked very well. It made it easier to split the party for a short while, since each player still had at least one other player to bounce off and it allowed for building up to a quite natural, multi-narrative cliffhanger.

All of which was supposed to be brought to a thrilling climax by me suddenly playing the Doctor Who theme tune. It would have been a great moment had I not accidentally clicked the Sonic Screwdriver sound effect instead...

...vworp vworp...

Sunday 23 September 2012

My very first foray into being a Game Master - Doctor Who

...vworp vworp vworp...

I'm actually something of a latecomer with tabletop gaming. I've played maybe 1 or 2 game sessions throughout my entire life to date. At 34 years old and an avid video gamer for life, it's something of a surprise to find how much I've been missing.

Perhaps it's a reaction to how limiting video gaming can be at times. Invisible walls blocking true exploration and solutions limited by the imagination and budget of the designer. A good tabletop roleplaying game does away with all of this and allows the players to explore any option that comes into their head, with only the goodwill of the GM and the roll of the Dice determining success.

Ever since taking up the hobby, with regular and excellent sessions courtesy of the hospitality of the Grumpy GM (http://sefotron.blogspot.co.uk/) I began to feel how much I would enjoy playing a game within the Doctor Who universe and how much I would enjoy being the GM and narrator, creating the world for others to explore. I am, after all, a writer and entertainer and finding the elements which keep an audience happy are my most divine pleasure. The world of Doctor Who is also a great love of mine, in both the classic and modern TV versions and particularly the excellent audio adventures created by the geniuses at Big Finish (http://bigfinish.com/hubs/v/doctor-who). My hope is that, like the radio versions, the tabletop version will have limitless vistas and flawless special effects, since it all takes place in the players' heads...

I had been thinking for a while about how I would construct a set of game rules which would adequately allow for the scope of all the extended world of Doctor Who. I then came across the "Doctor Who Adventures in Time and Space: The Roleplaying Game." (http://www.amazon.co.uk/gp/product/0857440381/ref=oh_details_o00_s00_i00) This seemed perfect for the job on the surface.


Upon reading the Gamesmaster guide, I became a little concerned. Compared to the comprehensive and decades-tested system of Dungeons and Dragons - in all its guises - the Doctor Who ATS seemed extremely lightweight. Only in its second edition it seems to be rife with contradictions and vagueness and falls a little too heavily into suggesting how the content of the game should manifest, rather than sticking to the rules.

But, undeterred - as I can see the potential brilliance and flexibility in the system - I have set about creating a couple of game sessions with friends to see how well it plays. Over the next few weeks I will have a good idea about how well it can work. Or at least how well I can bend the rules to our collective entertainment.

We have already run one successful session, creating and bringing together the first player party - but I'll share more of that another day...

...vworp vworp vworp...