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Doctor Who Observations Part 2

[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).]

The problem of how to plunge characters into adventure was addressed in FASA’s Doctor Who with the invention of the renegade Celestial Intervention Agency, which kept an eye on Temporal Nexus Point Earth and sent field agents there in stolen TARDIS units to halt the activities of temporal marauders. The idea of an agency of Time Lords who share the Doctor’s ethics and guide the players from one adventure to another is a good one, although I have a different view of the form it would take and I don’t think it ought to be the only method of introducing a scenario. The following is an excerpt of a work in progress:

THE EXCUSE FOR ADVENTURE

Why do characters do what they do? Specifically, how do they manage to
find themselves entangled in difficult situations that may involve the
fate of nations, planets, or even the universe as we know it? In Doctor
Who
, the answer is typically a TARDIS misjump due to a faulty mechanism,
a miscalculation, or the effect of a temporal phenomenon. Sometimes the
TARDIS is drawn off course intentionally by a friend or foe intent on
thwarting the Doctor or enlisting his aid. Often the excuse for adventure
is pure coincidence. The Doctor and his Companion are off to this time or
that planet to enjoy its rare attractions when they are unexpectedly
thrust into the middle of one of the Master’s evil plots or an attempt by
the Daleks to enslave or exterminate another species. Although it works
well enough for a television programme, the premise may wear thin for
players when every adventure begins with a holiday outing interrupted by
interstellar conspiracy.

To provide a framework for continuing adventures without straining
credibility too much, an element has been added to the Classic Doctor Who
Universe (thus making it part of the Expanded Classic Doctor Who
Universe): the Temporal Integrity Preservation Society.

The Temporal Integrity Preservation Society (or T.I.P.S.) is a “club” of
independently-minded Time Lords concerned with threats to the timestream.
Operating from a private headquarters on Gallifrey and numerous TARDIS units
throughout time and space, its members monitor the natural and proper flow
of time and actively correct any deviations that are detected. Each
member’s TARDIS is equipped with a special device that enables members to
communicate with and be located by T.I.P.S. Headquarters. In the event
that a temporal deviation is detected, any member’s TARDIS can be
contacted and given the proper coordinates for emergency action. Adventure
can then proceed. Once the deviation has been corrected, Headquarters is
informed and the member returns to standby status.

Occasionally, the players will be the first to detect a disturbance in the
temporal flow, either from the instruments on the TARDIS or from personal
observation whilst visiting a particular time and place. Under those
circumstances, the players would immediately contact T.I.P.S.
Headquarters, investigate the matter, and attempt to correct the situation
(not necessarily always in that order).

It should be noted that not all temporal disturbances are the result of
obvious tampering by time travellers. Temporal anomalies do occur, and
sometimes only the wisdom and conscience of a Tipsy (as T.I.P.S. members
are both fondly and derogatorily referred to) can determine whether
intervention is permissible. Whereas the Doctor may oppose interference
with the Aztec ritual of human sacrifice on the grounds that it would
destroy the timestream, he may actively participate in defending Earth
against a Rutan invasion that, according to his knowledge of Earth’s
history, should not have succeeded in the 1890s. Whether his actions were
the cause of his own knowledge of the events is immaterial. The fact that
he knew that the Rutans must be opposed is proof that their failure to
conquer Earth was the proper result in the time line. The fact that he knew
that the Aztecs practiced human sacrifice until their conquest by the
Spanish is proof that their continuance of the ritual was the proper
result in the time line. One could argue circles around the subject of time
travel indefinitely, but for the purposes of adventure gaming in a light
science fiction setting, it is enough to know that the players ought to
sense when it is right to intervene, and when it is wrong. If they know
something didn’t happen a certain way in history, then they know they
ought to preserve that outcome as members of the Temporal Integrity
Preservation Society. If they don’t know something didn’t happen a
certain way (such as an event in our distant future or on an alien
planet), then they ought to proceed as if it were proper for them to be
there and do the right thing (avert an epidemic, liberate an enslaved
people, rescue the survivors of a crashed spaceship, stop a cult of alien
vampires, etc.). This both captures the tone of Doctor Who and promotes
playability.

Monsterpocalypse

I just learned in this Dr. Rotwang article that Privateer Press will be releasing a collectible miniatures game inspired by Japanese giant monster movies: Monsterpocalypse. I do not ordinarily have any interest in collectible miniature games (preferring to know exactly what I am spending my meager earnings on), but I must confess this looks tempting. I am very curious about the rules.

General Gaming Resolutions for 2008

I missed two gaming events this month that I very much wanted to attend, but the lack of funds was an insurmountable obstacle. Aye, the Miniature War Gaming Day at Fort Meigs was affordable enough for someone with a reliable source of income, and so was U-Con in Ann Arbor, Michigan, but my source of income is not reliable and barely qualifies as a source. So, here are a few early resolutions to help me have a better gaming year in 2008:

  • I will endeavor to find a better job or a second job.
  • I will endeavor to get my manuscripts (both old and new) published (after a hiatus of too many years).
  • I will preregister for Origins, BASHCon, and U-Con, and run events at all three conventions.
  • I will attend Miniature War Gaming Day at Fort Meigs.
  • I will participate in a weekly board game club in my city of employment.
  • I will play at least one board game, card game, role-playing game, or war game per week in my city of residence.

One wouldn’t think it would take resolutions to encourage one to participate in a voluntary hobby, but this hobby requires planning and the coöperation of others, so it’s a wee bit more challenging to manage. Running events at conventions (and even just attending conventions) presents a variety of other difficulties, many of which involve money. And then there are the distractions. Despite all the distractions that compete against gaming, though, the single greatest obstacle is an insufficiency of funds. ‘Tis time to remedy that.

Another Alternative to Sherpa Attributes

A second Sherpa article has been added to the Omnium-Gatherum. Quasi-Standard Descriptive Traits for Sherpa offers a solution for those who like freeform characters, but desire a wee bit more structure — think of it as a compromise between Attributes and Descriptive Traits (q.v.).

Doctor Who Observations Part 1

[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 general, I think the role of Time Lord ought to be assumed by a player, as it is in FASA’s Doctor Who, rather than the GM, as it is in Time Lord (which is an ironic title for a game where the players only get to be Companions). What fan of the show hasn’t yearned to have power over time and space and an extended lifespan in which to enjoy that power? It’s rather like creating a superhero game in which the players are only allowed to play characters like Jimmy Olsen and Lois Lane, or Alfred the butler. I can see a mixed party having potential for open-minded role-players, but I am doubtful of the attraction of a game where all the players are mundane supporting characters of the non-player character “star” who has all the exotic skills, gadgets, and powers. The player characters, in effect, are the non-player character’s fault or disadvantage: Dependents (Player Character Companions).

The inevitable problem is that one’s gaming group will consist of more than one player who wishes to play a Time Lord. There are several possible solutions, and I am hoping I will be able to think of more. First, one can have a rotating Time Lord. For the first scenario, Player A will play the Time Lord and everyone else will play Companions. For the second scenario, Player B will get the honor, and so on until everyone has had a chance to play the Time Lord of the group, after which the privilege passes again to Player A, etc. The advantage is that the integrity of the show’s social dynamics are preserved. The disadvantage is that it may be a long time before some players ever get to be the star.

The second solution is to allow everyone to play whatever role they desire, which would probably lead to multiple Time Lords or even groups of nothing but Time Lords. This precedent can be found in the fourth Doctor’s Companion, Romana, who was herself a Time Lord (or Time Lady, depending on your term of preference). It can also be found in various Doctor Who specials that temporarily united multiple incarnations of the Doctor in a single story under highly unusual and rare circumstances. The advantage, of course, is that everyone gets to play a Time Lord without waiting for their turn. The disadvantage is that there may be multiple Time Lords, but there is usually only one TARDIS. Whose TARDIS is it? Whoever has the TARDIS has ultimate authority regardless of how many Time Lords are travelling in it. If everyone has their own TARDIS, how is group cohesion achieved?

The third solution is to use the same cast of characters, but switch roles at certain intervals, once per session, or once per scene, or once per dramatic conflict. Or it could be timed: once per hour, or once per 5 minutes. Depending on the frequency, it could make the session seem more or less like a party game, which might make for a welcome change of pace, or possibly a suitable prelude to an informal Doctor Who-viewing festival.

I think this is something I ought to address in the rules, at least in terms of suggesting options, if not recommendations.

Three Updates for All Saints’ Eve Eve

I have posted one new article to the Omnium-Gatherum, Descriptive Traits for Sherpa, which grows from both a great admiration for the Sherpa game system and a nagging feeling of discomfort with its attributes, nifty though their initials may be. I think this simple remedy is more organic to the rest of the rules.

The Omnium-Gatherum page has been reorganized to be more perusal-friendly. (Specifically, I sorted the pages into three hyperlinked categories: Odds and Ends, Applied Gaming, and Random Generators.)

And I have added Sherpa to Optimum Trait Conversions for Fudge.

Firefly Games Site Up

It is no longer news per se, but since I posted the news that it was down, I ought to mention that the Firefly Games site has returned.

Reminder to self: Obtain Og: Unearthed Edition and Faery’s Tale; revisit Monster Island.

Slight Site Tinkering

I probably ought to have mentioned it earlier (for those who bypass the front page and read only individual articles), but I have added a Weblogroll of gaming-related Web logs and a Webcomicroll of gaming-related Web comics to the front page of Fudgerylog.

Risusiverse

Risusiverse is a wiki for fans of Risus: The Anything RPG (by S. John Ross), a free and easy role-playing game of comedic inclinations. Fans are encouraged to submit material and help build the site into “the recognized resource for Risus.”

One of the things I like most about Risus is the way it lends itself to the rapid creation of interesting and entertaining characters. There is no muss, no fuss, just the essence of a character that is understandable at a glance and easy and fun to role-play. That alone makes Risus a thing of beauty. The approach it encourages is one that is eminently suited to Fudge, too, and it might not be a bad idea to think of similar fun, quick, systematic approaches to character creation for that game as well, possibly even creating a gallery of such characters in the same manner. ‘Tis food for thought.

‘Wand of Surprise’ Random Generator Added

The Wand of Surprise has been added to the Omnium-Gatherum at Fudgery.net. Not just another wand of random effects, the Wand of Surprise actually distinguishes between the actions of pointing it at something and tapping something with it, either of which telegraphs a specific intent.

As with the Wand of Wonderment, all effects are free of the clutter of game mechanics, and the only optional equipment necessary is one or more six-sided dice (as there are instances of 1-6 this and 4-24 that, etc.). Any skill rolls, attribute rolls, avoidance rolls, contests, struggles, or saving throws are made at the GM’s (or player’s) discretion.

Why another random generator?
Roll 1d6 and consult the table below.
1 = I don’t know.
2 = Because the stars are right.
3 = Because of Divine Right.
4 = Because of the will of the People.
5 = Because “Candy is dandy, but liquor is quicker.”
6 = Because “I am not a number! I am a free man!”