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Doctor Who Observations Part 2a

[This article is in support of my project to design an unofficial (and free) Fudge role-playing game adaptation of Doctor Who (the original show).]

In a previous article, I incorrectly referred to the Celestial Intervention Agency as an “invention” of FASA for their Doctor Who role-playing game. I had forgotten that it had previously been mentioned in the Fourth Doctor episode, “The Deadly Assassin.” Whilst they did not invent the Celestial Intervention Agency, they did alter its nature to make it a more useful role-playing tool. Far from being a renegade group that hijacks TARDIS units, the real C.I.A. of Gallifrey is a powerful government organization with the authority to conduct covert operations that may contradict the official non-interference policy. When the Doctor is given a mission by the Time Lords, it can reasonably be assumed that the orders were given to him by the Agency. The game designers probably deemed the Agency’s proximity to Gallifreyan politics too close to be palatable, and so it was recast as an organization more in line with the Doctor’s philosophy.

Upon reflection, I have decided that the game ought to allow for both traditional and nontraditional styles of adventures. I have decided, therefore, to provide the option of three modes of play (or excuses for adventure) in Classic Doctor Who: The Unofficial Role-Playing Game. Any can be chosen by the GM at any time.

Excuse #1: Random

The most common cause of the Doctor’s adventures is random materialization. Whether it is due to a faulty circuit, a temporal anomaly, or the Doctor’s absent-mindedness, the TARDIS will usually materialize in a time and place that is quite unexpected, but rich with possibilities. The Doctor’s TARDIS is a rather old model, which accounts for many of its mishaps, but even Time Lords with the most advanced TARDIS units may find that some of its experimental components are not as reliable or effective as advertised, and sometimes the prototype can be as much of a nuisance as the antique.

Excuse #2: The Celestial Intervention Agency

Sometimes the Doctor finds himself at specific time-space coördinates intentionally. Usually such pinpoint materializations are directed by the Celestial Intervention Agency for the purpose of thwarting a major threat to the timestream. The Agency neither trusts nor inspires trust, bound as it is to the politics of the Inner Council, and it rarely involves itself with the likes of the Doctor, but when it does, it is best not to refuse coöperation. Such missions can be characterized as a combination of temporary impressment and voluntary assistance.

Excuse #3: The Temporal Integrity Preservation Society

Time Lords may become involved in another world’s affairs as a result of the activities of the Temporal Integrity Preservation Society (q.v.), a benevolent and independent organization of Time Lords dedicated to preventing or repairing damage done to the timestream in a manner that is a bit more proactive than the C.I.A. This enables player characters to act with fewer political entanglements and greater freedom.

Not Forgotten

Two years ago today (q.v.), our hobby lost one of its principle founders. You are still missed, Mr. Gygax.

Soliloquize Now!

There is an excellent article at ars ludi on the subject of character development: Character Monologue: Tell Us What It’s Like to Be You. It is a simple little exercise that I think could profoundly improve the role-playing experience.

Comments?

Fudgerylog just had its 9001st spam comment. In case anyone was wondering why comments are moderated, this is the reason. In comparison, how many real comments are on this Web log? Forty-three (43) — including trackbacks.

Star Trek Observations Part 8

[This article is in support of my project to design an unofficial (and free) Fudge role-playing game adaptation of Star Trek: The Original Series.]

Lest I give a false impression, there is far more to Federation spacefaring than the ships of Star Fleet. The more densely populated areas of Federation Space and the more active trade routes are busy with the traffic of a multitude of starships of various designs manufactured by the competing shipbuilding companies of a multitude of worlds. There are ore freighters, cargo freighters, mining ships, passenger liners, yachts, survey vessels, research vessels, and more. Some are privately owned by individuals or corporations; others are owned by planetary governments. The Federation has a thriving economy amongst its member planets and via trade outside the Federation, and Star Fleet is there to protect the trade routes as well as the planets themselves. There have, at times, been conflicting views on the nature of the Federation’s economy, but there is substantial evidence within Star Trek: The Original Series that there is trade, private enterprise, and a monetary system even if there is also a more enlightened view of society’s responsibilities to the welfare of its citizens. Thus, Star Fleet is powerful, but not as numerous as the civilian shipping it protects.

Hyperlinks Fixed

I noticed today that the internal links for the printer-friendly Fudge Rules all point to the standard version. This has been corrected. (And only a year since I first posted it.)

Gamers Help Haiti

RPGNow.com/DrivethruRPG.com announced that Gamers Help Haiti has so far raised over $150,000 for Doctors Without Borders Haiti Earthquake Response. Donations of $5 and $10 will be matched, or the Gamers Help Haiti Mega-Bundle can be purchased for $20. All proceeds benefit Doctors Without Borders. According to the RPGNow Newsletter sent on the 28th, January 31st is the deadline to donate.

Visit the Gamers Help Haiti page for a list of publisher-donated gaming PDFs and to see the current amount that has been raised.

Fudgerpg Twibe Started

There is a new Twitter twibe devoted to Fudge: the Fudgerpg Twibe.

[Edit: I suppose this would be a good place to mention that I may be found on Twitter under the name Cuparius.]

BASHCon XXV Registration Now Open

Registration for BASHCon (19-21 February 2010 in Toledo, Ohio) is now open. The admission prices are:

  • University of Toledo Student Admission: FREE with valid student ID
  • One-day General Admission: $10
  • Weekend General Admission: $15
  • Weekend Anniversary Special: $25*
    • Includes: Weekend admission
    • Free entry to all events and tournaments
    • Commemorative Die
  • Game Demonstrations/Open play: FREE
  • Tournaments/Special Events: Prices Vary

*Special Reduced Pricing for Dealers, GMs, and UT Students, Faculty & Staff

Random Generator Status Update

The Random Generator Blues to which One Robot…One Computer…One Spaceship had succumbed have been alleviated. I finally detected the infinitesimal typographical error in the code for the Random Science Fiction Accoutrements Generator, so development on 1R1C1S shall be resumed.

The Random Concept Generator, on the other hand, remains offline until I can determine whether it deserves to be resurrected.