Monday, 8 July 2013

DWAITAS: 2nd Doctor Sourcebook

The Second Doctor's era is a crucial one in the development of Doctor Who as a series. There's the obvious point that the regeneration itself, and the show's re-invention that followed it, are a large part of why it has survived so long. But it's also significant that much of what we now associate with the show originated with the Second, not the First, Doctor. The First Doctor's adventures, as I mentioned in the previous review, were quite different to what we have now, and often at least tried to be fairly sophisticated science fiction, with a focus on alien culture, moral quandaries, and the practicalities of surviving in a hostile past.

While there certainly are some pretty sophisticated stories in the Second Doctor's era (The Mind Robber particularly springs to mind), there was also a change in focus. This era became about monsters in a way that the first three seasons had never really tried to be - aside, of course, from the Daleks. Other features of the era that have since been commonplace include the 'base under siege' trope, with an isolated outpost menaced by hostile aliens. That's first seen in The Tenth Planet, the very last Hartnell episode, but it becomes much more common under Troughton, notably describing all but one story in the fifth season.

It's also the first time we have a companion joining for the sheer fun of time travel, and the last of the truly reluctant companions. In this respect, the dynamic of the show is also becoming something we more readily recognise today. It's also, for that matter, the first appearance of the sonic screwdriver. This, incidentally, is first seen in Fury From the Deep, a story in which it's only used to, of all things, undo some screws! Even in this era, it gets to do more later on...

This gives the second volume in the DWAITAS sourcebook series an advantage that the first volume could never really have. The stories here are more familiar in style, more the sort of thing somebody who'd only ever seen Nu Who (or, indeed, much of the colour era of the classic series) would expect. In particular, there are a host of monsters to throw into our own scenarios, where in the first sourcebook there were only Daleks and a bunch of alien cultures - many of which, like the Drahvins and the Moroks, look essentially human.

Monday, 24 June 2013

DW Companions as PCs: Dodo Chaplet


Vicki leaves early in the third season, not long after Steven's arrival. She's initially replaced by Katarina, a Trojan handmaiden who is utterly clueless about anything invented after about 1250 BC. She dies only a quarter of the way in to her first proper story, deliberately sacrificing herself to save the rest of the party. (Marking possibly the only time in Doctor Who history in which a cliffhanger is resolved by the character that's being threatened with death... dying). Which suggests she's either an NPC, or her player got bored with her really quickly.

Next up is Sara Kingdom, snappily dressed special agent of the Space Security Service. Sort of an Emma Peel with a uniform and a laser pistol. (Almost literally - in the real world, the character concept was inspired by Cathy Gale, Mrs Peel's predecessor). A combination of bad planning and lousy dice rolls ensure that she doesn't reach the end of her first story, either. Although dying in the same story that she appeared in hasn't entirely stopped her showing up in some licensed spin-off media, she, like Katarina, is difficult to fit into a campaign that sticks to 'official' continuity.

Monday, 17 June 2013

DW Companions as PCs: Steven Taylor

Ian and Barbara left the show almost at the end of the second season, firmly cementing the idea that, in Doctor Who, all companions are temporary. Indeed, the Doctor goes on to have a further six companions over the course of the next twelve stories. I'm going to deal with two of those quite briefly, because they're difficult to fit into a game that sticks to continuity, and I'm going to pass on Ben and Polly altogether for now, because I feel they more properly belong with the second Doctor.

And I'm going to ignore John and Gillian on the grounds that who the heck wouldn't?

That leaves me with two that deserve more discussion. In our imaginary TV-show-as-RPG-campaign, Barbara's player has decided to leave the group. The GM incorporates a method for her character and Ian to finally get back to their own time into his latest scenario, thus completing their plot arc. Ian's player agrees, because it fits the story, and the two metaphorically walk off hand in hand into the sunset.

Monday, 10 June 2013

DW Companions as PCs: Vicki

The Doctor's original companion, Susan, left the series early on in the second season, the first indication that the cast wasn't as fixed as it might have appeared from watching the first season alone. Unlike many other stories of the time, Susan's last episode doesn't end with the first few seconds of the one following it, giving a possible slot for continuity-minded GMs to insert stories with only Ian and Barbara as the companions. (On the flip side, the fact the Doctor temporarily forgets about Susan's absence at the start of 'The Powerful Enemy' suggests that it can't be a very long gap, if it exists at all).

At any rate, the very next episode introduces a new companion for the first time since the show started.

It's hard to come up with a role-playing analogy for what's going on here. That's because, having decided, for whatever reason, to ditch the Susan character, her player comes up with a new PC that's essentially the same idea. Perhaps she likes the character concept, but wants the chance to smooth off a few rough edges with a second attempt.

Monday, 3 June 2013

DW Companions as PCs: Susan

Of the initial set of characters in the first season of Doctor Who, it's Susan who is the hardest to see as a typical PC. That's because one of her key roles on the show is to be put in peril, to be the young, attractive, woman, menaced by the monsters. Equally important, from the show's original perspective, is that she's an audience identification figure, based on the intended age of the viewers. Neither of these functions makes much sense in an RPG context.

Precisely because she's an audience identification figure, however, she is often a viewpoint character on the show. Furthermore, unless there's only three players available (which, admittedly, is not impossible) it would seem odd to run a game based on this era of the show and not have her as a PC. But doing so, while trying to stay faithful to the ethos of the time, presents challenges that don't really crop up if you're only emulating Nu-Who.

If we look at her suggested character sheet in DWAITAS, though, she doesn't look all that bad. True, she is the weakest of the initial four characters, and the only one who is actually under-powered for a starting PC using the rules-as-written. But not, if we're honest, by much, and giving her the Inexperienced trait (and, thus, more story points) would bring her level with Barbara at least. In other systems, of course, trying to stat her up might have different results, but she's still unlikely to look rubbish.

Monday, 20 May 2013

DW Companions as PCs: Barbara Wright

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, 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.