by Demian Katz
Doctor Who: Adventures in Time and Space
Published by Cubicle 7
Writer & Game Designer: David F. Chapman
Additional Writers (Player's Guide / Gamemaster's Guide): Andrew Peregrine, Jacqueline Rayner, Nathaniel Torson
[The Heart of the TARDIS - Robin Farndon, Derek Johnston, Charles Meigh]
Additional Writers (Adventures Book): Stuart Renton, Alasdair Stuart, Alex Guttridge, Alexandra Minns, James Whittington
Graphic Design: Lee Binding
Additional Design: Debra Chapman, Dominic McDowall-Thomas
Boxed Set (3 books plus dice, cards and tokens)
$59.99
There are few things in this world that I enjoy as much as Doctor
Who, so the release of a new RPG based on the seemingly immortal
franchise was an exciting event for me. While this is actually the
third game based on the series, it's been well over a decade since the
last one came out, and in that time, a lot has changed; most
significantly, the TV series itself has been reinvented and restored to
its proper place in British culture (and, of course, American geekdom).
Past game releases had their problems – FASA's mid-eighties offering was
well-supported with adventures and supplements, but its game system
didn't feel quite right, and it took some liberties with series
continuity that annoyed the hard-core fan base. The early nineties
Time Lord had a much simpler system but almost no support;
although a free online edition is still available, the only release
beyond the core rulebook was a short adventure in Doctor Who
Magazine. So is the third time the charm?
Cracking Open the Box
The new game's format got things off to a promising start for me: it's
a boxed set. I love boxed sets. No matter how nice a hardcover
rulebook may look, it just doesn't match the primal satisfaction of
opening a box full of goodies. And Doctor Who comes in a really
nice box. This isn't one of those two-piece deals that will have split
corners and a dented top after a little bit of use. Instead, it's a
single-piece, heavy-duty box that locks shut – more the sort of thing
you get small electronic equipment in rather than a standard RPG box.
The sturdy format doesn't get in the way of presentation, though – it's
got full color printing all over it.
Inside the box, you'll find a set of six good quality six-sided dice,
durable softcover Player's and Gamemaster's books, a saddle-stapled
adventure booklet, a "read this first" sheet, a whole bunch of character
sheets (some blank, some featuring generic half-built characters, some
with stats for major characters from the revived series), punch-out
"gadget" cards, some die-cut "story point" counters, and the inevitable
advertisement for forthcoming supplements. Everything, and I do mean
everything, is printed in full color. Rather disconcertingly,
the "read this first" sheet is on the bottom. Apart from that
incongruity, it's an all-around satisfying box-opening experience. So
far, so good.
The System
Doctor Who is an obvious choice for a role-playing game, since
its theme of travel in time and space means effectively limitless
options and infinite variety. However, some aspects of the series make
a game adaptation challenging. First of all, there's the power
imbalance. The main character, the Doctor, is a centuries-old
superintelligent alien with a time machine and other technological
gizmos at his disposal. Most of his traveling companions (with some
notable exceptions) have been ordinary people pulled into events largely
beyond their understanding. How do you keep one player from dominating
the game?
There's also the matter of continuity and consistency – Doctor
Who as a series has almost always been more interested in telling a
good story than in presenting flawless logic or maintaining long-term
continuity for detail-oriented fans. It's hard to quantify most
elements of the series in game terms because the evidence presented over
the last close-to-forty years of adventures is full of inconsistencies.
In a way, this can be liberating, but if you just have to know how many
hit points a Dalek or Cyberman has, you're going to lose a lot of sleep
if you try to reconcile all the ways they can or can't be destroyed.
Finally, there's the matter of tone. Doctor Who is essentially a
pacifist show; while there has always been plenty of violence on
display, the message has almost always been that force is a last resort
and that other solutions need to be found. Role-players, on the other
hand, have spent years being conditioned to kill things and take their
stuff. Obviously a broad generalization, but game systems tend to
center around fighting, and that really doesn't work well in the
Doctor Who spirit.
Happily, Doctor Who: Adventures in Time and Space does a good job
of building a simple, familiar game system but tweaking it to work well
with its chosen theme. Characters are built from a pool of points and
have the usual Attributes, Skills and Traits (good or bad). The game's
six Attributes and twelve Skills are pretty typical, and they're very
broadly defined so you don't have to remember a long list. Traits are
the most complex part of character creation, since they add special
rules that cover most of the interesting stuff like being a Time Lord or
having a dark secret. Even if you spend some time reading through Trait
descriptions, though, character creation is pretty quick, and the
pre-printed character sheets in the game offer a convenient shortcut if
you don't have time even for that.
The game's core mechanic involves taking the relevant Attribute and
Skill (plus possible Trait bonuses) and adding them to a dice roll. In
contested actions, two rolls are compared; in uncontested actions, a
single roll is compared to a target difficulty. In either case, the
difference between rolls (or roll and target number) determines the
degree of success (Success, Good, Fantastic) or failure (Failure, Bad,
Disastrous). In an extended conflict, Attributes can get chipped away
by damage. Note that conflict is defined very broadly here: while it
may literally be a gunfight that chips away at your Strength until you
are healed, it could also be a verbal argument that chips away at
characters' Resolve scores until one side gives in. In very complex
situations, a turn-based system kicks in; interestingly, the type of
action you are performing determines when you get your turn – talkers go
first, followed by movers, followed by "doers" performing miscellaneous
non-combat actions. Fighters always go last, offering an opportunity to
at least try to talk down every conflict in true Doctor Who
fashion.
Turn order aside, the main detail of the rules that helps add the
appropriate Doctor Who flavor is the Story Point system.
Essentially, Story Points are used to cheat the game system. Story
Points can be spent before a roll to add extra dice, after a roll to
reduce the degree of failure, or at other times to get hints from the GM
or introduce minor twists. Story Points are earned for good
role-playing or achieving major story goals, and they can also be bought
by reducing the degree of success after a die roll (at the GM's
discretion). Story Points are meant to be used frequently, hence the
inclusion of counters to track their flow. Every character has a Story
Point pool which determines how many points they can carry from
adventure to adventure, but buying certain powerful traits reduces the
size of the pool. Some "gadgets" (like the Doctor's sonic screwdriver)
also have their own Story Point pools that allow them to solve problems
in unexpected ways. Thus, Story Points serve both as a character
equalizer (less powerful characters have more opportunity to bend the
plot in unexpected ways) and as an excuse for some of the series'
inherent inconsistencies (why can the sonic screwdriver do things in one
episode that it can't in another? Availability of Story Points, of
course!). Story Points also act as a sort of karma pool to keep things
in the right spirit. Want to solve a problem by killing someone in cold
blood? Go ahead, but you can kiss your Story Points goodbye. Of
course, the Story Point system is loose enough that it could be abused
or become unbalancing in the wrong hands... but with a responsible GM, it
serves its purpose quite well.
There are a few other clever touches that should appeal to followers of
the series. In honor of the classic series' long tradition of shrieking
companions, monsters have a Fear rating that can be used to reduce a
character to helpless screaming (and there is a positive "Screamer!"
trait that allows this screaming to temporarily stun adversaries).
Important subjects relating to time travel (like resolving paradoxes)
are covered in enough detail to help a GM through most situations. To
help simulate the series' ever-changing cast, the game provides
mechanisms for writing out characters. You can cheat death with Story
Points, but characters can gain the negative "Unadventurous" trait which
means that they are tired of being brutalized and want to settle down
somewhere; if this trait isn't lost, it can lead to a PC turning into an
NPC. There's also the Doctor's famous characteristic of regeneration:
again, he can cheat death with Story Points, but he may end up having to
reform his whole body and personality as a result, possibly by adjusting
his attributes and switching his PC to a different player!
Although details like regeneration can make for interesting character
development, the system's biggest weakness is the way it deals with
experience and character growth, which is to say that it barely tries.
The rules recommend that the GM reward players with new Traits (or even
Attribute or Skill points), but there are no firm guidelines for when
this should happen. "GM's discretion" really doesn't seem like a good
enough rule, and this leaves the door open to overpowered characters and
arguments over unequal rewards. Some kind of system of trading Story
Points for character growth would probably have been a reasonable
approach, and groups playing the game long-term may want to discuss
house rules along these lines to help keep things balanced and fair.
The Setting
Not surprisingly, the game is devoted almost exclusively to the revived
version of the series. This might disappoint fans of the classic
series, but it's a reasonable move; given that the series has been
adapted to RPG form twice before, focusing on the new series means using
more material that hasn't previously been mined. Classic series fans
shouldn't have too much trouble tracking down prior releases and
adapting them to the new game system, and I wouldn't be surprised to see
future expansions delving more deeply into the past. Of course, the
biggest downside to the new series focus is that the Time War subplot
has destroyed the Doctor's home planet of Gallifrey and written out
nearly his entire race, limiting the possibilities for playing a Time
Lord character other than the Doctor himself without bending current
series continuity... but I'm sure a determined player can come up with a
sufficient excuse.
Though it is very clear what section of Doctor Who continuity
inspired the game, don't expect to have it laid out for you in much
detail. The game assumes that you know what it is talking about. Only
a couple of pages are wasted on general backstory, and only a few major
alien races are detailed (more are coming in a future supplement).
Examples illustrating various game concepts frequently refer to
relatively obscure details of specific episodes of the series. Even
though I understood almost all of these references, they often felt
forced and began to get on my nerves after a while – for a non-fan, the
situation would probably be even worse. Obnoxious examples aside,
though, the decision to assume a certain amount of Who knowledge
was a good one: there are lots of reference works dedicated to analyzing
and cataloging the history of Doctor Who, so the space here is
better spent explaining game concepts.
My biggest concern about the game's use of its setting is that it
sometimes seems to take things too far in an effort to emulate the
series. As is to be expected, there are chapters explaining how to run
a game and develop a campaign. The problem is that a lot of the advice
seems oriented more toward describing the formula of a contemporary
season of Doctor Who than toward designing a balanced or
smooth-running game. It's one thing to describe sound gaming practices
and suggest how to adapt them to fit with the formula of a popular
series; it's something else entirely to describe the formula of a
popular series and call it sound gaming practices. It's a fine line,
obviously, but the game falls on the wrong side of that line a little
too often. Give the players different characters and force them to
role-play a short incident to simulate the pre-credits sequence? An
interesting idea. Give the players scripts and make them act out a
fixed pre-credits sequence? I'm not so sure.
Style and Presentation
I've already devoted some space to the fact that I like the box holding
the game. We've established that the game system works well for the
setting, though the game's representation of how to play within the
setting could be better. What about the other intangibles?
The organization of the rulebooks is interesting. The Player's Guide
and the Gamemaster's Guide have parallel structures – the chapters on
character creation and the basic game system are very similar, sharing
much of the same text, though the player version has more examples and
the GM version has more special rules. This is really convenient during
play, since the GM doesn't need to take the Player's Guide away from the
players to look anything up, but it's a bit of an obstacle if you're
just reading through all the contents of the box in order – some kind of
color coding to identify where the text differs between the books might
have been helpful to aid the reader who doesn't want to re-read the same
skill descriptions a second time but also doesn't want to miss any
changed details.
Visually, the game is acceptable but unspectacular. The extensive use
of color makes a good impression, the text is easily readable (even in
color-coded sidebars), and the photographs are nicely reproduced. On
the downside, there's a certain "style over substance" feel – the
colorful borders on all the pages (including the character sheets) are a
bit excessive, and the presence of the same large TARDIS image at the
bottom left corner of every page spread in every book is a remarkable
waste of space. Since the game is exclusively photo illustrated, it
sometimes feels like images have been haphazardly shoved in place to
fill space even though they have little or nothing to do with the text.
I would happily have accepted a less flashy presentation if it would
have shaved a few dollars off the price tag or allowed the inclusion of
more real content.
As most gamers have probably come to expect from any published work, the
game is also marred by editorial glitches. There are scattered typos
and many references to refer to page [?], where apparently somebody
forgot to backfill the page references after the books were typeset.
None of these problems are fatal, of course, but it's annoying to see
this lack of attention to detail in a product that otherwise seems to be
trying very hard to look polished.
Finally, and most seriously, I found the writing style of the rulebooks
to be rather lacking in charm. This is designed as an introductory
game, and I was hoping it would be written to really capture the
imagination of new gamers. Instead, I found the writing to be
frustratingly flat and unimaginative – in addition to the aforementioned
tendency to turn examples into gratuitous and pedantic series
references, it also resorts to using adjectives like "cool" or
"creative" in place of actually demonstrating things that are
cool or creative. I would have loved to have seen this written as an
enthusiastic conversation about role-playing aimed at somebody who
already understands the possibilities of Doctor Who. Instead, it
reads more like an explanation of how Doctor Who works, written
by somebody who believes that the series was generated by playing a
game. I'm sure this was not the intended effect, but it was how I ended
up feeling more often than not while reading through the books. Given
that the actual game system here is a really good adaptation of the
series, it's disappointing that its presentation tends not to do it
justice.
The Adventures
I have to admit that I tend to put a lot of weight on the quality of
pre-written adventures included with role-playing products. The whole
point of role-playing is to have adventures, and a well-written scenario
can really bring a product together, giving purpose to the system and
background and demonstrating how to use all the pieces together.
Unfortunately, this is another area where Doctor Who: Adventures in
Time and Space drops the ball. The game includes 32 pages worth of
adventure material, but little of it is of much use.
The longest adventure in the book, "Arrowdown," involves time anomalies
and alien invasion in a seaside town in England. Although the game
modestly describes this adventure as a "cool story" that is "ready to
run with very little work," I would describe it as a total mess in need
of a rewrite. It's certainly not suitable for an inexperienced GM. A
well-designed adventure has a clearly defined central premise that gives
the GM guidance when things go in unexpected directions. As long as the
GM knows what is going on, it is possible to improvise and create a
satisfying story regardless of what the players do. "Arrowdown,"
however, has a completely muddled premise and consists mostly of
inexplicable things happening at random. There isn't even a map
provided to give coherence to the scattered locations described in the
scenario. The GM is likely to be as confused as the players, and while
it's certainly possible to run the adventure and reach a conclusion,
it's going to take some significant pre-planning and tweaking if there
is to be anything like a coherent plot in there. Admittedly, a fair
number of Doctor Who episodes are themselves this kind of
incoherent mess... but if I'm running a game, I want to aspire toward the
best of the series, not the worst.
The remainder of the adventure book contains "Judoom!", a short and
silly adventure that at least manages to be more playable than
"Arrowdown," followed by more than a season worth of adventure seeds.
None of the seeds made much more impression than the longer adventures,
and at least one was rather suspiciously reminiscent of a Doctor
Who spin-off novel I recently read (though I'm not accusing anyone
of plagiarism – there are a finite number of plot ideas, after all). I
would rather have seen a third full adventure and a more abbreviated
adventure seed format, though I don't imagine the content would have
been any better even if there had been another full story here. I hope
Cubicle 7 can find some more creative adventure designers for future
products; in the meantime, I'll probably convert some of the old FASA
adventures when I get the opportunity to actually run the game.
Conclusions
The irony of Doctor Who: Adventures in Time and Space is that it
succeeds at the hard part (designing an RPG to effectively capture the
flavor of Doctor Who) and then fails at the comparatively easy
part (making a good game design sound like fun on paper). Of course, if
they had to get something wrong, it's better for gamers that they
screwed up the presentation rather than the game itself: you only have
to read the rules once, and then you can play the game as much as you
want. There's plenty of room for improvement in future expansions,
which I'm greatly looking forward to. In spite of my many negative
comments about this particular product, I am very pleased with the game
introduced here, and I fully expect to collect the whole line and run a
campaign.
My biggest disappointment here is that this is not the spectacular
introduction to role-playing that it could have been. In England, where
Doctor Who is viewed more as a family show and lots of kids watch
it, this has the potential to become a first RPG for a large number of
people. Licensed property aside, the introductory RPG boxed set niche
has been pretty empty for a long time, and I was hoping this would be
the perfect product to fill it. Sadly, though, it's just not that
compelling as a teaching tool, it doesn't do enough to establish good
role-playing habits, and its introductory adventure is too hard for a
beginner to run smoothly, so I really couldn't recommend it as a first
game. I guess I'll just have to hold out and hope that the line is
successful enough to justify an improved second edition!
So what's the bottom line? If you're looking for a gift to introduce a
young friend or relative to role-playing, look elsewhere. If you're not
a fan of the series already, do yourself a favor and go watch some
episodes before you decide to buy this – you probably won't appreciate
it on its own. If, like me, you're a fan of the show, definitely take
the time to check this out – it's an unpolished gem, but it's a gem
nonetheless.