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Post by CountClockwise on Jun 9, 2016 10:11:34 GMT
Hello Everyone
Up until very recently I've been very busy with university work and health issues but fortunately I now have enough time and energy to devote to an AITAS game. It's going to be on Roll20 at some point within the next couple of weeks (exact dates and times are negotiable). I have already got 1 person on Roll20 so I need 3 more players and then we can comfortably begin. Although I have several ideas that I'd be happy to discuss with players, the main thing in common is that this takes place in a totally separate continuity from the TV series; if you play as or encounter the doctor He (or possibly she or they) will be a completely different one to any of the cannon ones. I have a few ideas already:
1. Classic Doctor and Companions game that many would be familiar with (strictly no more than 4 players including the doctor). 2. First Doctor style game with the Doctor being an asshole and the companions being more proactive (again strictly no more than 4 players including the Doctor). 3. Time Agent game where you go around the universe solving problems and righting wrongs (possibly pre or post time war but we'll see). 4. Torchwood 3 game with original characters set in Cardiff or another city of our choosing (like the Torchwood series). 5. Torchwood 1 game that's one part hunting alien artefacts for the British empire and one part office drama. (Doomsday and Army of Ghosts). 6. A Unit game in either a classic who or new who formant (the size of the organisation and types of stories). 7. A Sarah Jane Smith Adventures style game where one player takes on the role of this universe's equivalent to Sarah Jane Smith and the rest of the players take on the roles of kids that flock around her like birds. 8. A Victorian paranormal mystery game (think Paternoster gang or Jango and Litefoot.
I was probably going to go for the first idea but I wanted the first couple of sessions or so being a talk with the players about the kind of game you want to play, as well as character and bio generation. I'm going to assume since I'm posting this here that everyone has at least a basic familiarity with the system and sourcebooks. I'll post a list of approved traits and other character options closer to the time and that should be available through dropbox.
There's a slight complication in that I have a summer fieldwork placement from around the 27th June-21st July Monday to Thursday 10am-4am (Greenwich Mean time). I should still have internet access but there are a few nights where I'll have to commute because my hotel was fully booked.
If you could tell me a bit about yourselves and your tastes as a player that could help ease in the selection of players (assuming I generate enough interest). Finally if there's anything you really don't want to see in a game (for example if you have PTSD) please let me know and I'll do my best to accommodate you. It should go without saying that I want my group to be as comfortable a space as possible and I will not tolerate asshole (whether you mean to be one or not). With that doom and gloom out of the way I wanted t say that I'll really be looking forward to GMing again and meeting some new faces
Thanks Edward
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,748
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jun 9, 2016 12:34:55 GMT
1. Classic Doctor and Companions game that many would be familiar with (strictly no more than 4 players including the doctor). This has the advantage that most players will be familiar with the genre, so minimal setup. I'd make the Doctor-character (maybe a 'good' Master?) an NPC, but that's my personal bias.2. First Doctor style game with the Doctor being an asshole and the companions being more proactive (again strictly no more than 4 players including the Doctor). Unless they're Who fans this won't be as familiar to most players, but it has interesting possibilities. The Doctor of that era seemed to lack a lot of background knowledge he really should have had (like the Daleks) which is handy when embroiling the party in trouble. Or, of course, he may be confident he does know and yet be utterly wrong... 3. Time Agent game where you go around the universe solving problems and righting wrongs (possibly pre or post time war but we'll see). A good option for a lower powered game. The party could be ordinary people who've acquired a time machine, or even academics carrying out research (I recommend Jodi Taylor novels).
4. Torchwood 3 game with original characters set in Cardiff or another city of our choosing (like the Torchwood series). 5. Torchwood 1 game that's one part hunting alien artefacts for the British empire and one part office drama. (Doomsday and Army of Ghosts). I like option 5, plenty of fun. It could be set in the classic Pulp era (somewhat like the recent Jekyll and Hyde TV series) with factional splits, other nations, independent organisation and powerful individuals in play. I recommend the Laundry novels (and RPG). 6. A Unit game in either a classic who or new who formant (the size of the organisation and types of stories). This also has possibilities, plenty of material to borrow from. Maybe change a few details, replace the Doctor with Koschei and have him an unreliable deus ex machina. The PCs could be a first response team for UNIT (like Bloodhound) mixing scientists and military. Maybe with a Zygon or Silurian as part of the mix? 7. A Sarah Jane Smith Adventures style game where one player takes on the role of this universe's equivalent to Sarah Jane Smith and the rest of the players take on the roles of kids that flock around her like birds. Not my personal favourite style, but that's just me. Maybe Class could be an inspiration? 8. A Victorian paranormal mystery game (think Paternoster gang or Jango and Litefoot. Or move it forward a few years into the Edwardian period, plenty of oddities, national tensions and (for the players) the spectre of the Great War looming.]I was probably going to go for the first idea but I wanted the first couple of sessions or so being a talk with the players about the kind of game you want to play, as well as character and bio generation. I'm going to assume since I'm posting this here that everyone has at least a basic familiarity with the system and sourcebooks. I'll post a list of approved traits and other character options closer to the time and that should be available through dropbox. There's a slight complication in that I have a summer fieldwork placement from around the 27th June-21st July Monday to Thursday 10am-4am (Greenwich Mean time). I should still have internet access but there are a few nights where I'll have to commute because my hotel was fully booked. If you could tell me a bit about yourselves and your tastes as a player that could help ease in the selection of players (assuming I generate enough interest). Finally if there's anything you really don't want to see in a game (for example if you have PTSD) please let me know and I'll do my best to accommodate you. It should go without saying that I want my group to be as comfortable a space as possible and I will not tolerate asshole (whether you mean to be one or not). With that doom and gloom out of the way I wanted t say that I'll really be looking forward to GMing again and meeting some new faces A few points. I've played Doctor Who using FASA, Time Lord, GURPS and AITAS, plus a homebrew system. AITAS works pretty well for the genre as it's more chewy than crunchy which mimics the series. I've played other Time Travel RPGs, from Time Riders to GURPS, Time Lords to Time Master. All tend to have problems. I like to twist the setting; mix companions and Doctors from different eras. First Doctor, Ian, Ace and Sarah Jane for example. (It was a one-off but worked surprisingly well). I generally keep a fully able Time Lord as an NPC. Likewise I'm fond of time machines other than a (more-or-less) fully capable TARDIS. This limits resources and escape options and forces players to engage. I'm probably overly concerned with plausibility and continuity for Who, and my games show this. But it works with our group. And historical minutia and oddities, I collect them to drop into games. Especially stuff that PCs probably won't know.
I wish you the best of luck with the game; if there's anything you think I might be able to help with let me know.
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Post by CountClockwise on Jun 9, 2016 13:11:03 GMT
Thank you for the response Catsmate. I wasn't entirely sure where to post this but I'm sure it can be moved if its better suited to another part of the forum. The idea I had with option 5 was a mundane office situation and office politics juxtaposed in a setting where you're all scrambling for alien tech out of misguided nationalism. The reason I suggested the second idea was that the doctor in raw game stats is more or less the same compared to the other characters and his companions take a lot more active role than most in the series .Are you by any chance interest in becoming a player or know anyone else who is? I'm relatively new to GMing so I'm always nervous about reaching out to people but I know I can do it. Right now I'm trying to gauge if there's enough interest to be able to run at some point in the next couple of weeks. Thanks for the advice
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,748
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jun 9, 2016 13:36:53 GMT
Thank you for the response Catsmate. I wasn't entirely sure where to post this but I'm sure it can be moved if its better suited to another part of the forum. The idea I had with option 5 was a mundane office situation and office politics juxtaposed in a setting where you're all scrambling for alien tech out of misguided nationalism. The reason I suggested the second idea was that the doctor in raw game stats is more or less the same compared to the other characters and his companions take a lot more active role than most in the series .Are you by any chance interest in becoming a player or know anyone else who is? I'm relatively new to GMing so I'm always nervous about reaching out to people but I know I can do it. Right now I'm trying to gauge if there's enough interest to be able to run at some point in the next couple of weeks. Thanks for the advice Not at all, glad I could help. I'm not available as a player I'm afraid as I travel quite a lot and have a dedicated group at home in Dublin (plus one I'm cultivating in London). If I think of anyone I'll let them know.
Your option 5 interests me, it's very like the background for Stross's Laundry novels with their mix of Civil Service office politics, modern espionage, geek culture and Lovecraftian cosmic horror in the shadow of the end of the world.
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Post by Marnal on Jun 9, 2016 20:10:38 GMT
Hey, I've got a lot of free time this month [and next]. I'd love a chance to play a Time Lord [some future/lost incarnation of the Doctor or an original Time Lord] if you'd have me.
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Post by CountClockwise on Jun 9, 2016 20:28:42 GMT
Hey, I've got a lot of free time this month [and next]. I'd love a chance to play a Time Lord [some future/lost incarnation of the Doctor or an original Time Lord] if you'd have me. No worries, I'd be happy to have you. I've made the game page on Roll20 so if you haven't made an account you need one to play. I'm not entirely sure If I'm allowed to post the join link right here so I'll PM it to you. You can view all the details on the site including possible time and date.
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Post by Marnal on Jun 9, 2016 22:44:17 GMT
Not sure if you want to continue discussion here or on Roll20. But here's what I just posted over there...
So the Jonbar Hinge [the point at which History starts to deviate from the classic timeline] occurs when the Doctor is relatively young?
Would this be set after the Doctor and Susan stole the TARDIS [but before "An Unearthly Child"?] or before [perhaps when the Doctor was doing field research missions for the Time Lords]? Or even before he left Gallifrey at all? Or does it involve the mysterious pre-Hartnell Doctors seen in "Brain of Morbius"?
Either way, if I get to play a Time Lord [either the Doctor, or someone other Time Lord - heck I'd even be interested in playing Susan Foreman!] I'd love to hear more.
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Post by CountClockwise on Jun 10, 2016 6:30:05 GMT
Not sure if you want to continue discussion here or on Roll20. But here's what I just posted over there... So the Jonbar Hinge [the point at which History starts to deviate from the classic timeline] occurs when the Doctor is relatively young? Would this be set after the Doctor and Susan stole the TARDIS [but before "An Unearthly Child"?] or before [perhaps when the Doctor was doing field research missions for the Time Lords]? Or even before he left Gallifrey at all? Or does it involve the mysterious pre-Hartnell Doctors seen in "Brain of Morbius"? Either way, if I get to play a Time Lord [either the Doctor, or someone other Time Lord - heck I'd even be interested in playing Susan Foreman!] I'd love to hear more. I've responded to your post on Roll20. I think one idea is winning over the others but I wanted to hear your opinion
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Post by senko on Jun 10, 2016 23:33:27 GMT
Not really able to play sadly due to my work commitments but if I may offer a few suggestions.
1) If you go with the classic who era it'd be fairly easy to justify your altered events (companions, doctor, adventures) as a result of the time war mucking up his history. The TV series was the original time line and now your telling the story of what history remembers.
2) If you go with a different agency than Torchwood you could set up conflict between the two because America/Austrlia/China/Country of choice don't like the British trying to horde all the alien tech for rare events rather than sharing it with them (and reverse engineering it to improve human life) so the agents (players) are in a race against Torchwood as well as any other threats to aquire the technology for themselves.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,748
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jun 11, 2016 8:54:45 GMT
Not really able to play sadly due to my work commitments but if I may offer a few suggestions. 1) If you go with the classic who era it'd be fairly easy to justify your altered events (companions, doctor, adventures) as a result of the time war mucking up his history. The TV series was the original time line and now your telling the story of what history remembers. 2) If you go with a different agency than Torchwood you could set up conflict between the two because America/Austrlia/China/Country of choice don't like the British trying to horde all the alien tech for rare events rather than sharing it with them (and reverse engineering it to improve human life) so the agents (players) are in a race against Torchwood as well as any other threats to aquire the technology for themselves. Good ideas, the second one is reminscent of the EU novel The Devil Goblins of Neptune which uses a similar premise, cracks in the internationality of UNIT during the Cold War. Plus the Whoniverse is the perfect setting for a Bond-esque supervillain or organisation (in the mould of SPECTRE or TAROT) also looking for alien tech.
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