Dice Primarily d6. Point Based allocate points to get skills, powers, etc. Skill Based buy or gain skills. Morgan Davie. Mark Lawford. Andrew Peregrine. Gareth Ryder-Hanrahan. Nathaniel Torson. Paul Bourne. Andrew Kenrick. Dominic McDowall. Cubicle 7 Entertainment. Fans: 0 Become a Fan. Record a Play. Nick: Hardcover Version. Size: Nick: PDF version. Description Edit History. From publisher blurb: So you're the Gamemaster now? Featuring: Starting out — how to set up a new game, and advice on guiding your players through effective character creation.
Adventures — an advice-filled exploration of the role of the Gamemaster, detailing plotting adventures, detailed, expert guidance on writing story arcs, and a gigantic random adventure generator. Settings — how to create them and how to get your players onboard. Hide my password. Get the newsletter. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter.
Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Doctor Who - The Gamemaster's Companion. From Cubicle 7 Entertainment Ltd.
Average Rating 5 ratings. Customers Who Bought this Title also Purchased. Reviews 1. Please log in to add or reply to comments. Megan R. Intended to help you run adventures in the very best Doctor Who style, this book comes in two parts.
The first is a collection of hints and tips to empower your game, and the second is three complete adventures to get you going. Needless to say, the ad [ See All Ratings and Reviews.
Browse Categories. Wolfenoot Sale. Rule System. Product Type. You're agents of Torchwood? You're probably dead. The actual damage done by a weapon does depend on the level of success - a minor success inflicts half damage 4 damage for lethal weapons. A major success inflicts half as much damage again. Against powerful monsters, you might think you have no chance, but that's where Story Points come in - of which more later.
However, as mentioned, Doctor Who isn't mainly about combat. In a round, anyone who wants to talk goes first. Then characters who want to move. Then characters who want to do something 'I've got to reverse the polarity of this neutron flow! Then the next action round gets underway. Traits There are both positive and negative traits that can define your character.
As with the rest of the game, the definitions of the traits are somewhat loose and are open to interpretation from the group. When does it apply? Depends on what you and the GM decide. Rose is unlikely to be able to charm a Dalek using her looks, but she'd have a lot better chance with a young man. Major traits include being an alien including a Time Lord. These generally penalise the character by reducing the number of Story Points they have, or might need Story Points to activate. You can also have psychological problems Cowardly, Greedy, etc.
Although there's nothing that directly penalises you if you act against character, your GM should give you story points when you act in character and remove story points when you act against your character. Story Points I've mentioned Story Points quite a bit in the previous sections. They are the main mechanic that allow the players to affect the game.
Each character has a pool of Story Points that refresh at the beginning of each adventure and they can gain more in the middle of an adventure. What can you do with Story Points? Well, almost anything, but the main uses are: 'I dunno I'm stumped But I don't think you're quite capable of that. There are more possibilities for the uses of story points; the imagination of the players and GM are really the only limiting factors. Some villains have Story Points as well, which they will likely spend to survive.
Part of the balancing of characters involves giving more story points to the weaker characters. There are a number provided with the game, and suggestions for more. Each is described by a number of traits and also has a pool of Story Points which the possessor of the gadget can use when using it. The game aims to aid co-operative storytelling rather than antagonistic gaming: a game where the ingenuity of the players is more important than their stats, but the GM will be able to help the players when they need him or her to.
The game is not a complex one, but neither does it fall into the trap of being too simple. What it does have is a lot of scope. Six attributes, twelve skills, and then a lot of traits allow you to customise your characters without bogging down the character in too much detail. The success or failure of such a game depends a lot more on the adventures and group dynamics than the simple mechanics. Both of the full adventures given in the adventure book demonstrate how you could write your own adventures.
They're not given in great detail, but rather sketch the outlines that the group will then fill in as they play through them. A prescriptive approach would likely be counterproductive in any case: you need space to move in Doctor Who.
I was really impressed with the story ideas given in the last few pages of the Adventure book, especially a trilogy of linked stories that could be played over the course of a campaign.
I'm a little worried that some of the adventures make it seem like the Doctor is played as a NPC; a viable option, although I quite like the suggested idea that one player plays the Doctor - but it changes to another player when the Doctor regenerates!
The game's production values are very high, and the cost is similarly high. Unfortunately, the curse of 'page?? There are also other errors, some of which can be found in this thread.
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