Continuing from last time's look at Ian, let's turn to another of the original trio of companions: Barbara Wright.
Imagining that the first two seasons of the show had actually been an RPG, what can we say about Barbara? Knowing that the game is going to be about time travel, Barbara's player has decided that History skill will be particularly useful, and has built her character around this idea. However, clearly that won't be enough, since History is likely to be even less usable on alien planets than Ian's science skills will be in the past. So she saves plenty of points to round her character out with social skills.
As the campaign proceeds, this turns out to have been a good idea. They're particularly key in The Aztecs, in which she not only manages to carry off her masquerade as a goddess for most of the story, but, at one point, talks the bad guy out of revealing her secret when he sees through it. They also become more relevant when the show begins to focus more on the science fiction elements than on time-travelling into the past (as had been the original idea). From an RPG perspective, her History skill, good though it is, isn't always terribly helpful: it's fine for providing exposition in the TV show, and sometimes in working out what's going on, but, once the scene is set, it doesn't tend to move the plot along.
Monday, 20 May 2013
Monday, 6 May 2013
DW Companions as PCs: Ian Chesterton
Having recently begun re-watching some of the Hartnell era episodes of Doctor Who, reading a couple of books reviewing them (I recommend TARDIS Eruditorum as the more interesting of the pair) and, of course, the DWAITAS guide I reviewed in March, my mind has naturally been turning towards how the era would work in an RPG. Most of what needs to be said already has been in the sourcebook, and said better than I can do here. But it still leaves me pondering a few issues.
As I said in my review, a game based on this era would feel very different to one based on Nu-Who. That's not just because of the 50-year gap between then and now, but because that era told, on the whole, a quite different kind of story. In a way that, for example, Troughton's era didn't. So I'm not actually planning on running a campaign set there, interesting though it might be. A one-off game, though... yeah, that's a possibility. For a con, maybe. We'll see.
Still, one of the things that strikes me, re-watching these old episodes, is how much like a role-playing game they do feel. More so than the new shows, in fact. I think a lot of this has to do with the pacing. In more modern TV shows, a lot gets elided that doesn't if you're playing it out. That a lot this was kept in in the 1960s style of show does sometimes make it easier to view things through an RPG lens.
For instance, there's a scene in 'The Dead Planet' (that is, The Daleks #1) where our heroes come across a mysterious box, and cautiously prod it with a stick from a distance a few times before convincing themselves it won't go boom. This is the sort of thing that PCs do, but one expects Matt Smith would, at best, wave his sonic screwdriver over it for half a second, and probably wouldn't even do that. Heck, that entire episode basically consists of the characters wandering around trying to figure out where they are, something that PCs tend to do a fair bit of, but that would be rather out of place in a single 45-minute TV episode.
As I said in my review, a game based on this era would feel very different to one based on Nu-Who. That's not just because of the 50-year gap between then and now, but because that era told, on the whole, a quite different kind of story. In a way that, for example, Troughton's era didn't. So I'm not actually planning on running a campaign set there, interesting though it might be. A one-off game, though... yeah, that's a possibility. For a con, maybe. We'll see.
Still, one of the things that strikes me, re-watching these old episodes, is how much like a role-playing game they do feel. More so than the new shows, in fact. I think a lot of this has to do with the pacing. In more modern TV shows, a lot gets elided that doesn't if you're playing it out. That a lot this was kept in in the 1960s style of show does sometimes make it easier to view things through an RPG lens.
For instance, there's a scene in 'The Dead Planet' (that is, The Daleks #1) where our heroes come across a mysterious box, and cautiously prod it with a stick from a distance a few times before convincing themselves it won't go boom. This is the sort of thing that PCs do, but one expects Matt Smith would, at best, wave his sonic screwdriver over it for half a second, and probably wouldn't even do that. Heck, that entire episode basically consists of the characters wandering around trying to figure out where they are, something that PCs tend to do a fair bit of, but that would be rather out of place in a single 45-minute TV episode.
Sunday, 10 March 2013
DWAITAS: 1st Doctor Sourcebook
A bit of a departure as far as my sparse and occasional reviews are concerned, I know. Not least because I haven't got round to reviewing the actual game. That's largely because I haven't yet had the chance to play it, and it's not really fair to review a game system you haven't actually used. I mean, it looks good, but how do you know until you get the dice out and give it a whirl?
But supplements are a different matter. I can't comment on how well the stats have been balanced, or whatever, but I can at least comment on what's provided. Also a bit odd, perhaps, that I'm starting with this one, given it's the fourth supplement to come out (although one of the others was a bestiary, where the utility of the stats is kind of crucial). But, hey, this is the way it is, so there!
Obviously, the reason for me buying this is that I'm hoping to get some use of it. I have some ideas for a DWAITAS game, and hope to put them into practice in the none-too-distant. Then I guess I'll know how well the rules work. The reason for me starting with this in particular, apart from the fact that it's hot off the presses, is that I have been going back through some First Doctor stuff of late, including reading volume one of TARDIS Eruditorum, which I reviewed here. As I was reading that - before this book was even announced publicly, I was pondering how DWAITAS would handle that era, and what material a (then hypothetical) sourcebook would cover. Now I know.
And, you know, the great thing is, this is almost exactly what I would have wanted. Pretty much everything that my random musings had thrown up along the lines of "they ought to do this" is here. It's a really excellent RPG sourcebook for this era of the show's history.
But supplements are a different matter. I can't comment on how well the stats have been balanced, or whatever, but I can at least comment on what's provided. Also a bit odd, perhaps, that I'm starting with this one, given it's the fourth supplement to come out (although one of the others was a bestiary, where the utility of the stats is kind of crucial). But, hey, this is the way it is, so there!
Obviously, the reason for me buying this is that I'm hoping to get some use of it. I have some ideas for a DWAITAS game, and hope to put them into practice in the none-too-distant. Then I guess I'll know how well the rules work. The reason for me starting with this in particular, apart from the fact that it's hot off the presses, is that I have been going back through some First Doctor stuff of late, including reading volume one of TARDIS Eruditorum, which I reviewed here. As I was reading that - before this book was even announced publicly, I was pondering how DWAITAS would handle that era, and what material a (then hypothetical) sourcebook would cover. Now I know.
And, you know, the great thing is, this is almost exactly what I would have wanted. Pretty much everything that my random musings had thrown up along the lines of "they ought to do this" is here. It's a really excellent RPG sourcebook for this era of the show's history.
Saturday, 15 December 2012
Pavis: Gateway to Adventure - Review
By now, Moon Design has a tradition of producing expensive, but hefty, sourcebooks for Glorantha. The latest offering, Pavis: Gateway to Adventure is no exception. At $60, it's two to three times the price of urban sourcebooks such as the Zobeck Gazetteer or Pirate's Guide to Freeport. But there's clearly a reason for that: those books are 116 and 256 pages, respectively, whereas this one is over 416. And, for that matter, the price compares well with the monumental Ptolus: City by the Spire, which weighs in at 808 pages and $150. (I'm ignoring PDF versions here).
Pavis is billed as the third part of the Sartar line, with the other two parts being Kingdom of Heroes and the Sartar Companion. Like those two books, it is divided between source material and adventures, with about two thirds of the book being taken up by the former. As the third in a line, it isn't intended to be stand-alone, and the nature of Glorantha would probably make it harder to port into other settings than, say, Freeport would be. As such, it's probably fair to say that this is aimed at existing fans, rather than the casual RPG purchaser.
Indeed, that's probably more true with this volume than the previous two, since, it is, of course, an update of the RQ2 supplements Pavis: Threshold to Danger and Big Rubble: the Deadly City from the early 1980s, and has obvious old-timer appeal. The new version is written for HeroQuest 2, although, frankly, that's such a rules-lite system (and most of the setting-specific rules are in Kingdom of Heroes, anyway) that, assuming you're willing to put the work in, the book is almost equally useful to someone playing some version of RuneQuest. Or whatever else your system of choice might be, come to that. (Well, okay, so something like Pathfinder might be a lot of work, but you get the idea).
Pavis is billed as the third part of the Sartar line, with the other two parts being Kingdom of Heroes and the Sartar Companion. Like those two books, it is divided between source material and adventures, with about two thirds of the book being taken up by the former. As the third in a line, it isn't intended to be stand-alone, and the nature of Glorantha would probably make it harder to port into other settings than, say, Freeport would be. As such, it's probably fair to say that this is aimed at existing fans, rather than the casual RPG purchaser.
Indeed, that's probably more true with this volume than the previous two, since, it is, of course, an update of the RQ2 supplements Pavis: Threshold to Danger and Big Rubble: the Deadly City from the early 1980s, and has obvious old-timer appeal. The new version is written for HeroQuest 2, although, frankly, that's such a rules-lite system (and most of the setting-specific rules are in Kingdom of Heroes, anyway) that, assuming you're willing to put the work in, the book is almost equally useful to someone playing some version of RuneQuest. Or whatever else your system of choice might be, come to that. (Well, okay, so something like Pathfinder might be a lot of work, but you get the idea).
Monday, 23 July 2012
Continuum 2012
It's been several months since my last post here, and it will probably be at least as long, if not more, before I do so again. (Although, on the other hand, I've got to review the new Pavis book at some point, so who knows?) Anyway, having just returned from Continuum 2012, it's time to post a review of that. Or, if not so much of the con as an entity, of the games I played, and what I thought of them.
To briefly look at the con itself, not only was it enjoyable, but, from my perspective, everything went without a hitch. I have not one complaint about the con, or its organisation. (I know some people moaned about the food, but I had no problems with it... one doesn't expect top notch catering in a student hall, and it was perfectly adequate for my needs. I'm there to game, not eat). So full kudos to everyone for pulling it off. The only negative points you're going to see in this post concern my reactions to individual game systems, and the like.
So, slot by slot through the con, here we go:
To briefly look at the con itself, not only was it enjoyable, but, from my perspective, everything went without a hitch. I have not one complaint about the con, or its organisation. (I know some people moaned about the food, but I had no problems with it... one doesn't expect top notch catering in a student hall, and it was perfectly adequate for my needs. I'm there to game, not eat). So full kudos to everyone for pulling it off. The only negative points you're going to see in this post concern my reactions to individual game systems, and the like.
So, slot by slot through the con, here we go:
Saturday, 25 February 2012
Kingdom of the Flamesword
Some of you may recall that, in addition to the Book of Glorious Joy, I was also commissioned by Issaries to write a similar book on Seshnela and the Rokari. That fell through, as ideas of what Seshnela should be changed. In the none-to-distant future, Issaries/Moon Design will be publishing the Guide to Glorantha which will include the new, canonical view of Seshnela, and we both agree that it's important for any release of my material not to clash with that.
There was a hope that it might be published in some dead-tree format, but that's all stalled, and I've had no reply to e-mails. So, since I do have permission from Issaries to post the material free-of-charge to my website (so long as certain legal disclaimers are included), and in the interests of not clashing with the release of official publications, that's what I've done.
If you liked the Book of Glorious Joy, and wondered what I made of Seshnela, you can find my thoughts in Kingdom of the Flamesword. As always, the non-canonical nature of the work must be stressed, and no challenges to copyrights or trademarks are intended - this is just fan material, nothing more and nothing less. It will certainly be contradicted in official works, and, if that matters to you, this won't be of much use. It's also worth noting that at least some of it was written for HQ1, which was the current edition at the time, and may put some people off.
But otherwise - well, hopefully it will be useful to someone.
There was a hope that it might be published in some dead-tree format, but that's all stalled, and I've had no reply to e-mails. So, since I do have permission from Issaries to post the material free-of-charge to my website (so long as certain legal disclaimers are included), and in the interests of not clashing with the release of official publications, that's what I've done.
If you liked the Book of Glorious Joy, and wondered what I made of Seshnela, you can find my thoughts in Kingdom of the Flamesword. As always, the non-canonical nature of the work must be stressed, and no challenges to copyrights or trademarks are intended - this is just fan material, nothing more and nothing less. It will certainly be contradicted in official works, and, if that matters to you, this won't be of much use. It's also worth noting that at least some of it was written for HQ1, which was the current edition at the time, and may put some people off.
But otherwise - well, hopefully it will be useful to someone.
Update: Kingdom of the Flamesword, updated to the current version of what is now QuestWorlds, is now available for purchase at DriveThru RPG, along with Forged in Blood and Snow, which does the same for the Kingdom of Jonatela.
Sunday, 4 September 2011
Loskalmi Canonicity
One of the questions I have seen more than once with regard to the Book of Glorious Joy (well, all right, the only question I've seen more than once) concerns its canonical status. As one questioner put it:
But it may deserve a slightly more detailed explanation than that.
The simple answer to this question is "no".what is the relationship between the Book of Glorious Joy and mainstream Glorantha? Are they letting you define Malkionism in Loskalm?
But it may deserve a slightly more detailed explanation than that.
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