Monday 5 May 2014

DW Companions as PCs: Sarah Jane Smith

Jo Grant leaves the show at the end of the tenth season. (Actually, it's worth reflecting on that statement for a moment; not many genre shows even have a tenth season, and even fewer have so many of their most popular episodes still ahead of them at that point...) Her player has come to the end of what passed for a story arc, and comes up with an idea for a new character.

One of the other players had briefly considered the idea of acquiring an NPC Contact - a mysterious journalist named 'Smith' who would have inside info on weird goings on for the players to investigate. With the campaign definitively moving back to outer space adventure, the idea is shelved as not worth the experience points, but it's given Jo's former player an idea. And so she creates investigative journalist Sarah Jane Smith.

In the real world, Sarah is consistently voted the most popular classic series companion. Likely for that very reason, she remains the only classic companion to appear in Nu Who so far, and also appeared in not one, but two, spin-off TV series... even if one of them deservedly sank without trace after the pilot episode. That aside, she clearly had a long and illustrious career, and often as the central character in her own right.

Monday 21 April 2014

DWAITAS: 4th Doctor Sourcebook

The Fourth Doctor Sourcebook was always going to be the most challenging for Cubicle 7 to pull off, at least among the first seven of the series. There are a number of reasons for this, starting with the simple observation that there are far more televised stories for this era than for any other. Each of the first three books spent an average of about four and a half pages per story, filling out the remainder of the 160 pages available with a broader overview and rules.

The 4th Doctor has 41 televised stories: you can immediately see why the arithmetic there is going to pose a problem.

Many multi-volume guidebooks of Doctor Who history have addressed this issue by splitting the era between two volumes. Cubicle 7, however, have taken the approach of just giving us more. This volume is a full 256 pages, over half again the length of the others. It's also noticeably jam-packed with content to an even greater extent than in the three we've already seen. 

However, sheer length alone is not the only problem with bringing the 4th Doctor era to life. The audience is likely to be demanding, since this era is widely acknowledged as the best and most popular of the entire classic run. In polls to determine people's "favourite Doctor", only the 10th regularly offers up any challenge (and which of the two comes out on top largely depends on the demographics of your poll respondents). Looking specifically at the classic era, polls of "favourite DW stories" are dominated by Tom Baker, with over half of the entries in any top ten typically coming from this period.

Monday 16 December 2013

DW Companions as PCs: Jo Grant

Liz Shaw leaves the show after the end of the seventh season. In game terms, her player has realised that there isn't much point in playing a scientist character when the Doctor is already so much better at it. Looking around, and seeing two new military types joining the campaign, along with the Brigadier already there, she sees that there is an empty niche. A 'rogue' type character doesn't directly work in the setting, but the skills such characters normally possess are certainly still useful, and nobody else has focussed on them.

Fitting in with the campaign premise, the player decides to generate a spy as her character. But - and here's the twist - she's going to play a crap one.

The result is wannabe secret agent and full-time ditz Jo Grant.

Jo has, we're told, undergone a course in spycraft and all its attendant skills. She does not, on the other hand, actually appear to have passed it. A great example of her approach to sneaky rogue-type activities can be seen in her very first story, Terror of the Autons, not just in her failure to spy on the Master, but in how she reacts once she's discovered. On the whole, while she's clearly a very nice person, she really doesn't seem cut out for... well, anything much.

Monday 2 December 2013

DW Companions as PCs: Sgt Benton and Mike Yates

Around the end of the seventh season and the beginning of the eighth, two new players join our imaginary group, bringing it to the largest it well ever be: five players plus the GM. They're only occasional players, absent for many of the adventures, which the GM begins filling in with off-world science fiction, rather than the military-guarding-the-world that formed the basis of this new campaign. Nonetheless, both decide to play characters that mesh perfectly with the campaign concept, by designing members of UNIT.

The first, like the Brigadier's player, picks up a former NPC already associated with the campaign. Sergeant Benton first appeared (as a corporal) in The Invasion, back in the sixth season, and now returns as a semi-regular PC. As a sergeant, rather than an officer, he has the perfect opportunity to play the tough guy role previously filled by the likes of Ben and Steven. He doesn't really do much with the character beyond this, but it's a solid base.

Monday 18 November 2013

DW Companions as PCs: Liz Shaw

The third player in the new, quasi-military campaign is the only one to create an entirely new character. Instead of a soldier, she creates a scientist, Liz Shaw, leaving a bunch of NPCs to wreak action-filled havoc backing up the Brigadier. In some respects, the character is a more down-to-earth version of Zoe, and while lacking the same level of genius, she is, if anything, even more of a pure Science Geek.

In the real world, scientists are only highly knowledgeable about specific, narrow, fields - or at least they have been since about the early twentieth century. In the world of TV, however, being a scientist tends to mean you're skilled at pretty well anything science related, unless the show itself is focussed on some particular field. DWAITAS, and many other RPGs, tend to follow this approach, so we can say that, yes, Liz was very good at science, and leave it at that.

For some other systems, however, we might need to clarify just what she's good at. Even in DWAITAS, there's a valid question as to whether she has a speciality, and, if so, what it might be.

Monday 4 November 2013

DW Companions as PCs: Brigadier Lethbridge-Stewart

Some time after ending his time travel campaign with The War Games, the GM proposes a new one. This will be about a semi-secret military organisation dedicated to protecting the Earth from alien invasion and investigating the downright weird. He initially gets three players for this new campaign, and they set out about creating suitable characters.

One brings back the Doctor, from the previous campaign, but now suitably changed with the addition of some nifty combat skills and, of course, no time machine. (Maybe the last episode of The War Games is actually a flashback worked out to explain this, or maybe it was planned all along, when the GM got bored of running games about time travel and future worlds).

The second player also brings back a character from the previous campaign, but this time, it's a former NPC. This, of course, is the head of the British branch of UNIT, Brigadier Alastair Lethbridge-Stewart. (The middle name 'Gordon' isn't added until quite a bit later).

That the Brigadier was originally an NPC seems fairly evident. He first appears (as a colonel) in The Web of Fear, in which he is one of the main suspects in the whodunnit sub-plot. Crucially, he is treated as such by the regular characters pretty much all the way through, and they don't start to trust him until the true villain is unmasked, right at the end. Therefore, I would argue, the players are treating him as they would any NPC suspect. Yes, he's a red herring, but they don't know that, and they aren't treating him like a fellow PC.

Monday 21 October 2013

DWAITAS: 3rd Doctor Sourcebook

With the third in the series of past Doctor sourcebooks, we reach an era that is, perhaps, one of the most distinctive, quite different in many ways from those that preceded and followed it. It's also, and for much the same reason, rather controversial. For many fans, especially those who were watching in the early '70s, the Third Doctor is their favourite, yet, for many others, the nature of the stories in this era is just too different to really enjoy in the same way as those that came later.

From the point of view of a sourcebook, this is actually something of an advantage. Because the era is unique, there's quite a lot to say about it. It may also help that much of what makes the Third Doctor's tenure different also makes it closer to traditional roleplaying games. It's perhaps easier, for instance, to see how Spearhead from Space could be made into a straightforward roleplaying adventure than more character-driven tales such as The Girl Who Waited.

The most obvious thing that stands out about the era is that over half of the stories are set primarily in the present day, perhaps with a brief excursion elsewhere for a couple of episodes. But there's more to it than that. The Doctor is, in most of these present day stories, backed up by UNIT, a military organisation, and - while he argues with them frequently - he is broadly content to work alongside them. It's hard to imagine the Doctor of Power of Three remaining on Earth for quite so long without going stir crazy.