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.

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.

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.

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.

Monday, 14 July 2014

The Companions That Weren't: The '70s

Classic Doctor Who changed many times over the years of its run, but two particularly seismic shifts in its production stand out. The first, and most obvious to the casual viewer, was the move in 1970 from black-and-white to colour, which also involved many other major changes in the way the show was made. The second, which is perhaps easier to see with hindsight than it might have been at the time, was the arrival of John Nathan-Turner as producer (or, as we'd say now, "showrunner").

This involved a significant shift in the show's direction and style, with a lot of changes behind the scenes as well. For the purposes of this blog, though, what matters is that, coincidentally, it happened in 1980. And that means that there are three well-defined periods of the show's history, which just happen to line up with chronological decades. I previously looked at four characters from the '60s era of the show who never became companions in reality, but who perhaps could in our own RPG campaigns. Now it's time to do the same for the '70s.

We begin with Hal the Archer from the Pertwee story The Time Warrior. One reason he's a choice is that he came quite close to becoming a companion in real life. The producers dropped the idea before the role was even cast, so it never really got anywhere, but it's easy to see him in the same mould as Jamie, and he's certainly quite heroic in his one story.

Monday, 30 June 2014

DW Companions as PCs: Romana

Leela leaves at the end of the fifteenth season. The campaign has been a fairly odd one for some time now, with only two players for the last three seasons, and for some extended periods before that. Perhaps more significantly, there has been something of an imbalance between the two characters. Sarah Jane and Leela were certainly competent characters, but even they were clearly sidekicks to the Doctor, the character who has been there, in one form or another, for, well... fifteen seasons now.

So, perhaps inspired by an NPC in The Invasion of Time - the first time we'd ever seen an adult female member of the Doctor's species - the other player decides to create a character who can truly be the Doctor's equal. She creates the Time Lady Romanadvoratrelundar, better known as Romana.

Romana is a recent graduate of the Time Lord Academy, and there's some indication that she is even more intelligent than the Doctor. Certainly, she passed the Academy's final exams with much higher marks than he did, although, to be fair, the Doctor may have been the sort of person who was too busy messing about to actually study. Be that as it may, Romana is, for obvious reasons, vastly less experienced than her co-traveller. This, as it turns out, affects both the skills on her character sheet and, more generally, her personality.

Monday, 16 June 2014

DW Companions as PCs: K9

Early in the fifteenth season, a new player joins the group, and comes up with an unusual idea for a PC. Basically, he's going to...

No, wait, that's not right, let's try that again. Here's what actually happened in our imaginary RPG campaign:

Ever since Harry's player left, the group has been down to just two players plus the GM. It's been there before, of course, but with the UNIT players away for good, there's no sign of it changing on the horizon. The GM is finding this a bit limiting, with the players often needing a bit of back-up to get things done. So, when they take a shine to a robot character he's just introduced, he decides to make the tin dog into a "Party NPC": a GM-controlled character that nonetheless travels with, and helps out the PCs on their adventures.

Yes, I'm arguing that K9 is actually an NPC. But the title of this little series is "Companions as PCs", and K9 is usually regarded as a companion, so what on Earth am I up to?