The year 1980 saw a major change in the production of Doctor Who, as John Nathan-Turner took over as producer. Although this was the top job on the show, it's probably fair to say that the actual nature of the stories was more affected by his script editors than by he himself - the modern "showrunner" job description being shared between the two roles in those days. Nonetheless, 1980 was a break-point in the show's history that was more than simply a change in decade, and since the next truly major change came in December 1989, with the cancellation, "'80s Doctor Who" is very clearly a distinct thing.
So, having reached the last companion of the classic era, now it's time to look back over that decade, as I did with the '60s and '70s, and look at some characters from the show that weren't companions, but could be in our own RPGs. One of the rules I'm using here is that the character in question should have survived whatever story they appeared in, so that it's possible for some PC group to turn up and collect them afterwards. This, unfortunately, rules out the only decent candidate I could find from the Sixth Doctor's era, namely Orcini from Revelation of the Daleks. Indeed, three of my four main examples are going to turn out to be from the Seventh Doctor's run. (Which, probably not coincidentally, lines up nicely with Andrew Cartmel's run as script editor, rather than Eric Saward's).
Showing posts with label Davison. Show all posts
Showing posts with label Davison. Show all posts
Monday, 9 February 2015
Monday, 22 December 2014
DW Companions as PCs: Peri Brown
Tegan leaves part way through the twenty-first season. Her player hasn't quite given up on the idea of playing a colonial, instead of yet another Brit, but evidently feels that her next character should do a lot more screaming and a lot less of anything useful, bringing back some of the flavour of the campaign's early days.
The result, on the basis of what someone has assured her is an entirely typical name in the US, is American college student Perpugilliam "Peri" Brown.
In the actual show, Peri's primary functions are to look pretty and scream at the monsters. Neither, it has to be said, is a really sound basis for a player character. Indeed, with the recent departure of Turlough, we're back once again to the "Doctor plus one female companion" model, which also doesn't fit wel with the metaphor of an RPG. It's a model that the show will stick with, more or less, from here on in, but for our purposes, we're going to brush that aside and try to look at Peri as she might fit into a more typical group.
This isn't easy, not least because if the writers had any clear concept of her personality traits beyond "she's American", they made a poor job of fleshing them out. Granted, this is more of a concept than they had with Dodo, but that's damning with faint praise.
To be honest, Peri isn't a very proactive character, and she's often getting lost (she certainly doesn't have Sense of Direction), getting captured, failing to run away from things, and so on. Presumably, she's gaining Story Points from this, retreading the 'Peril Monkey' role of '60s companions like Victoria. To make her more than that we have to, as we did with some of those characters, look at what she's supposed to be good at, rather than what skills she effectively demonstrates on screen.
The result, on the basis of what someone has assured her is an entirely typical name in the US, is American college student Perpugilliam "Peri" Brown.
In the actual show, Peri's primary functions are to look pretty and scream at the monsters. Neither, it has to be said, is a really sound basis for a player character. Indeed, with the recent departure of Turlough, we're back once again to the "Doctor plus one female companion" model, which also doesn't fit wel with the metaphor of an RPG. It's a model that the show will stick with, more or less, from here on in, but for our purposes, we're going to brush that aside and try to look at Peri as she might fit into a more typical group.
This isn't easy, not least because if the writers had any clear concept of her personality traits beyond "she's American", they made a poor job of fleshing them out. Granted, this is more of a concept than they had with Dodo, but that's damning with faint praise.
To be honest, Peri isn't a very proactive character, and she's often getting lost (she certainly doesn't have Sense of Direction), getting captured, failing to run away from things, and so on. Presumably, she's gaining Story Points from this, retreading the 'Peril Monkey' role of '60s companions like Victoria. To make her more than that we have to, as we did with some of those characters, look at what she's supposed to be good at, rather than what skills she effectively demonstrates on screen.
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Monday, 24 November 2014
DW Companions as PCs: Vislor Turlough
A new player joins the group in the twentieth season, briefly bringing the number of players up to four again. His initial character concept is, in many respects, similar to that of Adric: a high-tech rogue from an alien planet. But this player is older, and the character more complex, and less annoying.
Turlough is the last in the line of alien companions, and also the last male companion of the classic era. When we first meet him, he is a sixth form student at an expensive boarding school somewhere in the south of England, and so is presumably about eighteen years old. He is desperate to escape from Earth, but, while he admits to the other players that his character is alien, Turlough's player gives out no information at all about his background, or how he got to Earth in the first place. It's entirely possible that he's left this blank, with the intention of filling in a backstory later; it would explain why he sometimes mentions his homeworld, but never actually says what it's called.
Then again, it's possible that he's just being cagey. The "rogue" aspect of the character is only partly built on the obvious skills of lockpicking, devising traps, and so on, and is far more based in deception and similarly subtle methods. Turlough seems to be a master of Fast Talk, Bluff, or whatever else your system might call it. Right from his first story, we see him getting another student into trouble to divert attention from himself, and successfully tricking the headmaster into falling for the ruse. There are other instances in later stories where he uses the same skill again, albeit usually with less base motives.
Turlough is the last in the line of alien companions, and also the last male companion of the classic era. When we first meet him, he is a sixth form student at an expensive boarding school somewhere in the south of England, and so is presumably about eighteen years old. He is desperate to escape from Earth, but, while he admits to the other players that his character is alien, Turlough's player gives out no information at all about his background, or how he got to Earth in the first place. It's entirely possible that he's left this blank, with the intention of filling in a backstory later; it would explain why he sometimes mentions his homeworld, but never actually says what it's called.
Then again, it's possible that he's just being cagey. The "rogue" aspect of the character is only partly built on the obvious skills of lockpicking, devising traps, and so on, and is far more based in deception and similarly subtle methods. Turlough seems to be a master of Fast Talk, Bluff, or whatever else your system might call it. Right from his first story, we see him getting another student into trouble to divert attention from himself, and successfully tricking the headmaster into falling for the ruse. There are other instances in later stories where he uses the same skill again, albeit usually with less base motives.
Monday, 10 November 2014
DW Companions as PCs: Tegan Jovanka
Romana leaves towards the end of the eighteenth season. After so long playing her, albeit in two different forms, her player wants to try something different. Her last character was an intellectual aristocrat from a sophisticated and highly advanced civilisation, so the player comes up with the exact opposite of that.
She's going to play an Australian.
Joking aside, though, what is the character concept for Tegan Jovanka? When we look back through the previous companions on the series, most of them have actually turned out to be fairly identifiable character concepts that would fit in this sort of RPG. They haven't always been executed well, but the concept itself has usually been clear and perfectly viable. We have had a heroic space pilot, a number of soldiers and scientists, a secret agent, an investigative journalist, a barbarian warrior, and so on. With Tegan Jovanka, we have an air hostess.
She's going to play an Australian.
Joking aside, though, what is the character concept for Tegan Jovanka? When we look back through the previous companions on the series, most of them have actually turned out to be fairly identifiable character concepts that would fit in this sort of RPG. They haven't always been executed well, but the concept itself has usually been clear and perfectly viable. We have had a heroic space pilot, a number of soldiers and scientists, a secret agent, an investigative journalist, a barbarian warrior, and so on. With Tegan Jovanka, we have an air hostess.
Monday, 27 October 2014
DW Companions as PCs: Nyssa
Romana leaves towards the end of the eighteenth season. Her player is unable to attend the next session, but that's okay, because a new player is considering joining the group - bringing it back to its original size of GM plus four players. But the new player isn't quite sure she wants to become an ongoing member of the group, so she offers to play a one-off character for the next adventure, and see how it goes.
Probably she's heard of Romana (perhaps she's a friend of that player), and knows that she's left, so she sees an available niche, and designs a character that fills much the same function. Which brings us to Nyssa of Traken, who does, of course, become a regular PC from Logopolis onwards.
Nyssa, like Romana, comes from a technologically advanced culture. Quite how advanced is hard to say, because Doctor Who doesn't, if we're honest, have a terribly consistent view of what RPGs call "tech levels". With a few exceptions here and there, there doesn't appear to be functionally much difference between any of the futuristic societies we see. They may emphasise different bits, sure, but so long as they've got starships, ray guns, and any specific gadgets needed to drive the plot (the miniscope from Carnival of Monsters, say) they mostly look pretty much the same. Even the Time Lords don't seem that different, apart from the fact they have time machines.
Probably she's heard of Romana (perhaps she's a friend of that player), and knows that she's left, so she sees an available niche, and designs a character that fills much the same function. Which brings us to Nyssa of Traken, who does, of course, become a regular PC from Logopolis onwards.
Nyssa, like Romana, comes from a technologically advanced culture. Quite how advanced is hard to say, because Doctor Who doesn't, if we're honest, have a terribly consistent view of what RPGs call "tech levels". With a few exceptions here and there, there doesn't appear to be functionally much difference between any of the futuristic societies we see. They may emphasise different bits, sure, but so long as they've got starships, ray guns, and any specific gadgets needed to drive the plot (the miniscope from Carnival of Monsters, say) they mostly look pretty much the same. Even the Time Lords don't seem that different, apart from the fact they have time machines.
Monday, 13 October 2014
DW Companions as PCs: Adric
The campaign has, for some time now, had only two player characters: the Doctor and a single female companion. Which isn't really enough for an RPG. So, when, part way through the eighteenth season, the annoying kid brother of one of the other players demands to be allowed to join in... well, what are you going to do?
The new player, of course, creates alien boy genius Adric.
Now, we just have to face reality here. You're never going to get a group as large and diverse as Doctor Who fandom to agree on anything as controversial as the identity of the "worst companion ever"... but, the fact remains, if you look at just about any list ranking companions by popularity, Adric is going to be somewhere in the bottom three. He might not always come last, but he is not, by any stretch of the imagination, a popular character.
But let's take a step back from that for a minute, and just consider his character sheet. What, exactly, is the point of Adric, and how would he fit in an RPG campaign? On paper, at least, the answer is surprisingly well.
The new player, of course, creates alien boy genius Adric.
Now, we just have to face reality here. You're never going to get a group as large and diverse as Doctor Who fandom to agree on anything as controversial as the identity of the "worst companion ever"... but, the fact remains, if you look at just about any list ranking companions by popularity, Adric is going to be somewhere in the bottom three. He might not always come last, but he is not, by any stretch of the imagination, a popular character.
But let's take a step back from that for a minute, and just consider his character sheet. What, exactly, is the point of Adric, and how would he fit in an RPG campaign? On paper, at least, the answer is surprisingly well.
Monday, 6 October 2014
DWAITAS 5th Doctor Sourcebook
You're never going to get the whole of Doctor Who fandom to agree on when, or, for that matter, even if, classic Doctor Who "jumped the shark" and was irretrievably no-longer-as-good-as-it-used-to-be. But there seem to be at least three popular suggestions. Perhaps it was The Invisible Enemy, shortly after Philip Hinchcliffe was ditched as showrunner (or 'producer', as it was then). Or maybe The Leisure Hive, after Hinchcliffe's replacement left. Or perhaps The Twin Dilemma, a few more seasons down the line.
There are, of course, other possibilities, but the thing to notice about the three I've listed is that two of them doom the whole of Peter Davison's run to post-shark-jumping oblivion. A lot of people just aren't very keen on '80s Doctor Who, and how it sometimes seemed to be just treading water, and looking a bit naff.
But then again...
A lot of fans first came to Doctor Who in the '80s, and, numerically, there were more of them starting in Davison's era than in the two that followed. For many fans of the right age, Davison is "their Doctor", and fondly remembered. Astonishingly, on the fanfic site A Teaspoon and an Open Mind, there are actually more stories featuring the Fifth Doctor than any other of the classic era - even supposed fan favourite Tom Baker. (And most of them aren't pervy, in case you're wondering if that's the reason). Furthermore, the Fifth Doctor story The Caves of Androzani is frequently voted the single most popular story of the entire classic run, even managing to beat the likes of Genesis of the Daleks and The City of Death.
There are, of course, other possibilities, but the thing to notice about the three I've listed is that two of them doom the whole of Peter Davison's run to post-shark-jumping oblivion. A lot of people just aren't very keen on '80s Doctor Who, and how it sometimes seemed to be just treading water, and looking a bit naff.
But then again...
A lot of fans first came to Doctor Who in the '80s, and, numerically, there were more of them starting in Davison's era than in the two that followed. For many fans of the right age, Davison is "their Doctor", and fondly remembered. Astonishingly, on the fanfic site A Teaspoon and an Open Mind, there are actually more stories featuring the Fifth Doctor than any other of the classic era - even supposed fan favourite Tom Baker. (And most of them aren't pervy, in case you're wondering if that's the reason). Furthermore, the Fifth Doctor story The Caves of Androzani is frequently voted the single most popular story of the entire classic run, even managing to beat the likes of Genesis of the Daleks and The City of Death.
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