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Post by foehammer343 on Jul 25, 2017 17:13:58 GMT
I am very much a novice to table top rpg's, having only played a handful of single sessions of different ones a decade ago in collage (Mutants and Masterminds, Call of Cthulhu, some post apocalyptic one where I was a giant cockroach, a 3.5 D&D pathfinder (or something like that), and a first edition D&D campaign). But I just got the Doctor Who rpg bundle from the humble bundle book bundle and I was looking to get some advice about setting up a 1-on-1 campaign with my wife (who has never played any rpg's before at all, but as she's a big whovian I think this is a good intro)
I am hoping to be able to be the gm and let my wife be the pc. But I really have no idea what I'm doing, or where to start. Honestly I haven't had much time to sit and read the books yet and I know that it will be a couple of days to weeks before I can get anything rolling (both because of the learning curve and my 6 day a week work schedule) but I just was looking for advice from some seasoned players or links to some external sources that would be helpful.
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Post by Stormcrow on Jul 25, 2017 20:15:40 GMT
Read the core book first. You don't have to memorize everything.
Then, for your first few games, your wife should play the Doctor. Don't worry about creating an original character; learn to play the game first. The Doctor should be traveling alone. Don't succumb to the temptation to give him companions that you play; you'll soon be leading the player by the nose.
The Humble Bundle has adventures in it, but they can be complicated. For your first few outings, I recommend making your own adventures. This is actually not as complicated as a published adventure makes it seem. First, decide on a villain and his or her motivations. What is the villain trying to accomplish? Then decide what the setting is like: where does it take place and who is found there? Finally, think of a hook to get the Doctor interested: Is he found loitering and captured? Does he see people being mistreated? Does someone ask him for help? Is he attacked by a monster? Be sure the first scene leaves the Doctor with questions to answer. Then let the player do what she wants.
Make your initial adventures short. You can get fancy once you're comfortable with the game rules.
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Post by foehammer343 on Jul 25, 2017 22:22:06 GMT
That's good advice because while I'm reading my imagination is running with possibilities and my abilities probably wouldn't have been able to keep up with the actuality of playing!
Short and sweet solo doctor adventure, got it.
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Post by olegrand on Jul 26, 2017 10:25:39 GMT
Welcome foehammer343!
I too am running a solo campaign with my wife playing the heroine - it's called Lady Penelope's Odyssey and has been running for more than 100 scenarios now. You can find more details about in the Your Campaigns section of this forum (or on my Dr Who RPG-related blog - see my profile for the link).
Stormcrow gave some excellent advice above so I won't repeat it - but I'll simply add one extra recommendation of my own and a different piece of advice / perspective.
If you can, check the recently-published Gamemaster's Companion: it includes a lot of very useful information and advice on how to create and run campaigns and adventures. It also contains some very well thought-out random generation tables for creating scenario concepts - and yes, they really give some nifty, very Whovian ideas.
IMHO, making the solo player play the Doctor may or may not be a good idea - because the Doctor is supposed to be an extremely experienced and resourceful character, who always tend to find solutions to everything and the idea of playing him could be pretty intimidating for some players, especially if he travels alone, with no companions to share the burden of problem-solving and world-saving. In my experience, the dramatic dynamics of a solo campaign is really quite different from the dynamics of a group campaign - even if the group is limited to 3 or even 2 PCs. There may also be the "pressure" of playing such a Doctor (e.g. will I be able to play him "right"? what if I make mistakes he wouldn't make etc. ?)
Personally, I would advise you to make sure that your wife plays a character she feels comfortable with - that's really the most important aspect, IMHO - either one of her own creation or one from the various iterations of the show. And if she does feel comfortable with playing the Doctor, then go for it! But I do think it'd be better to discuss these things with her beforehand.
(just my two cents)
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Post by Stormcrow on Jul 26, 2017 12:50:07 GMT
I wouldn't worry about trying to play the Doctor "right." The point of an RPG isn't to produce a performance; it's to put yourself in the character's shoes and see what decisions YOU will make. You can try to act with the Doctor's mannerisms if you want, but this is, at most, secondary to using the Doctor as your avatar in the game.
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Lord Gamemaster of Gizzle
2nd Incarnation
Posts: 74
Favourite Doctors: War, 10, 11, 12
Traits: Inexperienced, Run for your Life, Empathic, Percussive Maintenance, Eccentric (minor, verging on Major) Obsession (minor, Doctor Who, Roleplaying Games)
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Post by Lord Gamemaster of Gizzle on Jul 26, 2017 13:56:46 GMT
I don't GM much, but I do know that when I started, I screwed up a lot. Everyone screws up when they start. Lots of people continue to screw up a little after that. Talk to your players about the session afterwards. Be conscious of your errors, and try and fix the, but know that no GM is perfect, and it's okay to have some lacking qualities. It's okay if you need a specific type of player to do well as a GM, too- I know that if I have a lackluster table, it's hard for me to get into the story and stick with my plot. Your first few sessions as a GM should be about getting to know your own style and preferences- your players will probably be the better off in the long run for it!
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Post by foehammer343 on Jul 26, 2017 15:56:52 GMT
Given free rein my wife would probably want to play River Song, or at bare minimum a female, and being that I will have to do a little persuasion to get her to play to begin with I won't force her into playing the Doctor. After all I'm trying to let her have the most fun as possible because I'll have to convince her that this is a better way to spend an occasional evening rather then watch the next episode of the current murder mystery Netflix binge.
Thank you all, this has been really helpful in planning out my adventure
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Post by Corone on Jul 26, 2017 16:36:53 GMT
Have fun with it - the first and only real rule Otherwise... While I don't have anything against playing the Doctor, I must admit I tend to avoid using him in my games. He's usually too powerful and everyone has a different idea how to play him. So I'd recommend creating a character together and using the time to discuss what sort of stories you want to tell with this character. You can also talk about how this character deals with things, to know if you want more combat or investigation or mystery etc for what you play. I'd recommend playing just a short one off adventure first of all to make sure you like it! There are plenty in the published books to get you started. Then if you want to do a Campaign, the one in the 8th Doctor book is another good ones to get really into. It also has the advantage for working with pretty much any sort of character (you are borrowing the Doctor's TARDIS and it is taking you where you need to go) Then all the usual advice applies - don't sweat the rules, have fun with it, play the game you both want to play it.
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Post by olegrand on Jul 26, 2017 17:42:31 GMT
Given free rein my wife would probably want to play River Song, or at bare minimum a female, and being that I will have to do a little persuasion to get her to play to begin with I won't force her into playing the Doctor. But if she would love to play River Song, why not go for it? I don't like what Steven Moffat has done with her (as opposed to, say, the wonderful Big Finish audiobooks where she appears) but as far as pre-gen characters are concerned, she really has great potential - great freedom of action, spirit and movement (with a working vortex manipulator - but beware potentially story-wrecking uses here *), with a behavior that is sometimes heroic, sometimes opportunistic... an appropriately adventurous free agent. Stormcrow: When you state that the point of a RPG is not to give a performance, I'm not sure I agree with you (but hey, there's room for different opinions here , especially when playing pre-existing characters with an already well-established personality. If you are going to play, say, the Doctor, Indiana Jones or Gwen Cooper, then you should at least try to play the role according to the character (and yes, it actually adds to the fun). That being said, I'm ot keen on using pre-existing PCs in a game; it's so much fun to let the players create their own (and, yes, perform . * As they stand, vortex manipulators are, essentially, portable TARDISes... regardless of their various restrictions etc. So perhaps it would be a good idea to do exactly the same thing as RTD did with Jack Harkness' wristband once it had filled its dramatic purpose - make the thing break down and remain impossible to repair (without, say, help from the Doctor).
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Jacobin
2nd Incarnation
Posts: 27
Favourite Doctors: Three and Four.
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Post by Jacobin on Jul 26, 2017 22:14:27 GMT
Given free rein my wife would probably want to play River Song, or at bare minimum a female, and being that I will have to do a little persuasion to get her to play to begin with I won't force her into playing the Doctor. After all I'm trying to let her have the most fun as possible because I'll have to convince her that this is a better way to spend an occasional evening rather then watch the next episode of the current murder mystery Netflix binge. Thank you all, this has been really helpful in planning out my adventure You could attempt to prematurely stat up 13. River Song sounds fine, although it might be easier to GM a game with someone a bit more new to the wide universe. If you have the humble selection your wife would also have the choice of Romana if she was thinking about another time lady.
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Post by bandersnee on Jul 26, 2017 22:18:33 GMT
My advice that runs parallel with some of the other users is 1. Keep it simple, and 2. Let her make choices that allow her to enjoy herself.
What I would like to add is to try not to be too rigid in you adventure design. Many newbie gms try to line up problems that can only be solved if the players do X,Y, and, Z. Instead, try to present a problem, provide her with assets, and have a few complications to balance out the assets she can use. Allow for her to use multiple ways to solve the problem so that it is her solution, not just her guessing your solution.
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Post by Stormcrow on Jul 27, 2017 3:36:33 GMT
The reason I recommend playing as the Doctor is that the character sheet is all ready to go. You don't have to go through the process of creating a character, and you know how he'll react. If your wife wants to play as River Song, her character sheet is found in the 11th Doctor Upgrade free download. Playing River sounds like a perfectly good alternative to me. Regarding the Doctor being "too powerful": The argument goes that the Doctor outperforms his companions, even when you take Story Points into account. (I personally haven't experienced this.) In a solo Doctor game, that's not an issue—there are no companions around to outperform.
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Post by Stormcrow on Jul 27, 2017 3:39:43 GMT
Allow for her to use multiple ways to solve the problem so that it is her solution, not just her guessing your solution. This is excellent advice. In fact, when I run adventures I usually don't have any idea how to "solve" it. Players are clever; they'll think of something. With a solo player the ideas may not be as plentiful as with a group. Be ready to let the player spend Story Points to get hints from you—in which case you should be ready with some hints.
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Post by olegrand on Jul 27, 2017 6:08:02 GMT
If you go with River Song, perhaps a "caper" would be a good idea for the first adventure - you know, she must steal some special artefact (a McGuffin à la Maltese Falcon etc.) from a well-protected location and/or nasty people and get away - and if you choose a location like, say, a galactic casino, cruise spaceship or luxury hotel, you can mix some interesting roleplaying / social interaction with a bit of detective work (where is the item? etc.) and problem solving (how do I steal the thing) with physical / technical challenges (ie wsneaking around, disarming alarm systems, playing the cat burglar and neutralizing the occasional sentinel etc.). You could even borrow the plot of an old James Bond movie, simplify it a bit and, of course, "whoize" (ouch) it with aliens and other sci-fi-ish stuff...
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Post by Corone on Jul 27, 2017 12:42:13 GMT
The reason I recommend playing as the Doctor is that the character sheet is all ready to go. You don't have to go through the process of creating a character, and you know how he'll react. If your wife wants to play as River Song, her character sheet is found in the 11th Doctor Upgrade free download. Playing River sounds like a perfectly good alternative to me. Regarding the Doctor being "too powerful": The argument goes that the Doctor outperforms his companions, even when you take Story Points into account. (I personally haven't experienced this.) In a solo Doctor game, that's not an issue—there are no companions around to outperform. I don't entirely disagree with you but... When I say the Doctor is too powerful I do mean generally as well. He tends to always succeed as his skills are so high and failure is often where the fun comes in. He also has a lot of traits to keep track of. Although I do agree that a pre-created character has many advantages, and River is a good fit. (pretty much any of the ones in the back, even K-9 could probably do a solo game happily! I'd suggest that if they have a particular character they'd like to play, let them play that one. (we have pretty much every character ever statted up across the books somewhere) But Who char gen is so simple, creating a new character is just as good an idea if the player wants something new. Creating a character also lets them get used to and figure out all the stats before play which will help in the long run.
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Post by Stormcrow on Jul 27, 2017 17:47:30 GMT
When I say the Doctor is too powerful I do mean generally as well. He tends to always succeed as his skills are so high and failure is often where the fun comes in. He also has a lot of traits to keep track of. Just give him things to do with higher difficulties. Too easy for him to reprogram that computer? Make him reprogram that computer while running with it down a hallway and being shot at by Daleks. You're right about the traits to keep track of, though. I don't think the original poster has access to every book, nor do I think we should recommend he buy books just to find one particular character. Making a character, in any system, is far easier once you've learned a little about how the game works. Otherwise you'll look at all the options and shrug your shoulders, not really fully grasping what they mean. Actually playing will also let them get used to how the stats work... by using them. And if the character gets into trouble because of the player's inexperience, just spend a Story Point or two to get them out of it. The original poster got the Humble Bundle, which includes the 12th Doctor version of the core rules. That book includes the character sheets of Kate Stewart and Osgood, who (1) are female, (2) could plausibly get hold of some kind of time travel technology, (3) aren't as skilled as the Doctor, and (4) don't have as many traits as the Doctor.
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Post by Corone on Jul 27, 2017 18:47:03 GMT
Just give him things to do with higher difficulties. Too easy for him to reprogram that computer? Make him reprogram that computer while running with it down a hallway and being shot at by Daleks. That would work. But for a new player I'd prefer to have their character do less huge things. I'd not want to start a new player off with such a complicated character and get them to do huge and complicated things just so the advneture wasn't too easy. I wasn't suggesting that at all. All the doctor sourcebooks are in the various levels of the humble bundle, and the OP didn't mention which level he bought in at. (although assuming the minimum is quite reasonable I agree) I do agree Kate Stweart and/or Osgood would make great starting characters from the corebook though. That is partially true, but by the same token it is a good way to introduce the system. Everything in Who is pretty self explainatory and I wasn't suggesting the GM leave them with the book to figure it out on their own. For my money char gen is a good way for the player and GM to work together on getting a character to fit the game they both want to play. I've often improvised short prelude scenes during character gen to help figure out background and introduce more of the system. (If the OP was in reverse and starting Pathfinder I wouldn't suggest it, but Who is so straight forward it isn't a problem). I also think most people are far more connected to a character they've made than one they picked of the shelf. It also means they don't have any concerns about 'playing it right'. Although I will grant you that an established character does let them take a running start on some aspects.
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Post by foehammer343 on Jul 27, 2017 20:47:39 GMT
If you go with River Song, perhaps a "caper" would be a good idea for the first adventure - you know, she must steal some special artefact (a McGuffin à la Maltese Falcon etc.) from a well-protected location and/or nasty people and get away - and if you choose a location like, say, a galactic casino, cruise spaceship or luxury hotel, you can mix some interesting roleplaying / social interaction with a bit of detective work (where is the item? etc.) and problem solving (how do I steal the thing) with physical / technical challenges (ie wsneaking around, disarming alarm systems, playing the cat burglar and neutralizing the occasional sentinel etc.). You could even borrow the plot of an old James Bond movie, simplify it a bit and, of course, "whoize" (ouch) it with aliens and other sci-fi-ish stuff... This is almost exactly along the same lines that I was thinking. My (exceptionally) rough setting/scenario is a small moon converted entirely into a casino orbiting a much larger populated planet. And there would be some valuable mcgizmo thought to be located there that needed to be liberated. I'm debating on having things descend into darker territory later on in it concerning the casino's origin, but I may just make that decision based on how the early game plays out. I might just leave it shorter and lighter. As to which bundle I got, I did go whole hog and get all three tiers, with the faith that I would be quite into it and looking for more (and hoping my wife would be into it as well). For the time being I will be sticking to prebuilt characters until I have had at least one or two games under my belt. It really has been almost a decade since my last jaunt into any rpg, And that was splashing around in a kiddy pool next to diving in head first as a gamemaster to a game I've never played before. But once I've warned myself and my wife up I'm looking forward to some original characters.
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Post by bandersnee on Jul 27, 2017 22:30:21 GMT
This is almost exactly along the same lines that I was thinking. My (exceptionally) rough setting/scenario is a small moon converted entirely into a casino orbiting a much larger populated planet. And there would be some valuable mcgizmo thought to be located there that needed to be liberated. I'm debating on having things descend into darker territory later on in it concerning the casino's origin, but I may just make that decision based on how the early game plays out. I might just leave it shorter and lighter. As to which bundle I got, I did go whole hog and get all three tiers, with the faith that I would be quite into it and looking for more (and hoping my wife would be into it as well). For the time being I will be sticking to prebuilt characters until I have had at least one or two games under my belt. It really has been almost a decade since my last jaunt into any rpg, And that was splashing around in a kiddy pool next to diving in head first as a gamemaster to a game I've never played before. But once I've warned myself and my wife up I'm looking forward to some original characters. Now that sounds like a great River Song adventure. If you're looking for more ideas to flesh this out, there are hints within River Song's character that could add interesting flavor. She's an archaeologist, so perhaps this is an artifact previously stolen, and she's liberating it to get it back into rightful hands. A bit of timey-whimey detective work could tell her approximately where and when it resurfaced, leading her to the casino moon.
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Lord Gamemaster of Gizzle
2nd Incarnation
Posts: 74
Favourite Doctors: War, 10, 11, 12
Traits: Inexperienced, Run for your Life, Empathic, Percussive Maintenance, Eccentric (minor, verging on Major) Obsession (minor, Doctor Who, Roleplaying Games)
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Post by Lord Gamemaster of Gizzle on Jul 27, 2017 22:41:05 GMT
Maybe the prologue could be River chasing a ship carrying the MacGuffitron 2000- a good introduction to chase mechanics, a pulse-pounding opening, and an easy way to get her to the planet! You could have her get separated in space traffic, giving the MacGuffin an opportunity to vanish into the bureaucratic nonsense of the spaceways. By the time River gets past that toll booth, it could be anywhere!
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Post by foehammer343 on Jul 28, 2017 5:02:36 GMT
My current though to my scenario is that River was approached by 2-3 groups that all want something from inside the casio's vaults (perhaps its the same item that everyone wants). Such as the government of the plant that the moon casino orbits wants back some thing-a-ma-bob that the gambling addicted president/king/whatnot lost in a poker match. Or some casino/mob competition wants some info/item that will give them the upper hand for a hostile takeover of the business. Or maybe an ancient tribal group wants some historical doo-dad that was taken long ago and holds some power.
Choosing to work or not work with one, all or none of these interested parties could have various benefits/repercussions. Ex: The government could offer legal aid or emergency extraction if River gets caught (maybe at the cost of some wiretap that means they would know everthing River knows/does). Perhaps extra wealth from the gambling competition that allows River to gain access to the High limit vip areas (or to bribe with) if she works with them, or assassins to deal with for not working with them or if caught working with more then one group who wants the same item. Or extra stealth equipment and insider information from working with tribal group.
It's hard for me to tell if I'm over complicating things or making things more difficult for myself (or my wife) then need be. Should I have all these options or just cut it down to one item and one interested party to keep it simpler? Would planning this many options and possibilities just mean that 2/3 of what I plot out never happen? I feel like I really need to cut things down, but I cant stop imagining all the fun that every path could potentially hold.
Note: It's funny how the phrase "Moon casino" no longer sounds odd or laughable in my mind anymore.
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Post by bandersnee on Jul 28, 2017 11:29:58 GMT
It sounds like it's a lot for an inexperienced player to cope with. It sounds like a fantastic idea for a launching point for "season-long" campaign.
What I suggest is to keep these ideas on standby. If the adventure is going way too quickly and easily, then just say that one of these groups hired a competitor to go in and get another item. If that person trips an alarm, or tries to use River as a distraction/scapegoat, then you have the option in reserve.
I've seen creative people wreck a great idea by trying to cram all their great ideas into the finished product. Take notes, sketch some outlines, and save them on your hard drive. Maybe you'll be able to come back to them later if you get a gaming group together.
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Post by foehammer343 on Jul 28, 2017 14:19:17 GMT
Yeah, I thought about it over night and I think I'll just stick with one interested party. Probably the governmental reclaim or an ancient alien tribal artifact. That way it can end quicker if need be, or I can have the casino's competition get the item first because of the distractions River caused (or jump her after she has stolen it because they knew of her mission) if I want the adventure to last longer. Need to keep things simple while I'm still learning the ropes. Nothing will be happening too soon though as my wife tested positive for strep throat yesterday and feels pretty miserable at least it gives me more time to learn/prepare
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Post by cigarman on Jul 29, 2017 2:59:06 GMT
If you have never GMed before, I would suggest starting with another system. Something in the "rules lite" catagory so you can focus more on GMing and less on the rules. There are plenty of rules lite systems available on drivethrurpg that are very inexpensive. I believe the One Dice system may be a good place to start. I'm sure other posters can recommend other systems to start with. Once you feel comfortable actually running an RPG, you can then move up to DWRPG. There are several books you may want to read on the subject of GMing that will help as well. Remember, you have to learn to walk first before you run.
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Post by Stormcrow on Jul 29, 2017 6:24:23 GMT
If you have never GMed before, I would suggest starting with another system. Something in the "rules lite" catagory so you can focus more on GMing and less on the rules. Wha-wha-whaaaa? Doctor Who is one of the most rules-lite RPGs I own. It was clearly designed to be easy for non-RPGers to learn. By all means, don't pay attention to any of the supplements until you've learned the rules. That's why they're called supplements. They're completely optional. Yes, forum member who's about to insist that Supplement X really should be considered essential too, completely optional. Yes, forum member who's about to point out how useful Supplement Y is and they should really get it anyway, actually completely optional.
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Post by cigarman on Jul 29, 2017 14:48:14 GMT
There are much lighter systems out there with much simpler mechanics and character stats.
My suggestion is focus on gaining the skills of basic GMing without having to worry about the rule system.
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Jacobin
2nd Incarnation
Posts: 27
Favourite Doctors: Three and Four.
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Post by Jacobin on Jul 29, 2017 17:06:49 GMT
Roll dice. Add two stats.
That's probably the most absurdly simple tabletop system you're going to run into.
I find it sort of incorrect to refer to DWAITAS as its own system rather than one or two rules and information on the Dr Who uninverse.
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Post by foehammer343 on Jul 29, 2017 19:15:52 GMT
While I have much interest in playing pretty much any tabletop rpg, I am limited by what I believe my wife would enjoy (which is not tabletop rpg's (yet) but is Doctor Who). That and being a father of 2 youngsters and working 6 days week with 8-10 hour days I have been lacking in both time and opportunity to seek out and join a group, which is why I haven't played in about a decade.
Given the perfect world I would love to join a small group as a player and learn the ropes by playing, and maybe eventually move into being the gm for an odd game or two. But as things stand for me I have to create my own opportunity and run with it.
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Post by ninjaconor on Jul 30, 2017 14:37:07 GMT
Everyone has already given pretty good general advice, but I thought I'd give a couple of mechanical tips that might make things easier. I've been GMing various Doctor Who games for about 6 years now. Hadn't GMed other systems before, but have since. Here's my advice for getting started: Firstly, explain to the player(s) before the first game that, while their characters are free to do whatever they want, you do have an adventure planned. Plot hooks are there for a reason and will probably lead to the most fun experience. A bit of unpredictability in RPGs is great, but you don't want to be ad-libbing the entire adventure. For your first game do a self-contained one-shot adventure. Don't aim for anything too complicated. Just get a feel for describing the scene, calculating rolls, and all that. The first game I ever ran was 3 incarnations of The Doctor taking part in an episode of The Crystal Maze. It was very silly, but got everyone used to the rules. I find it very handy to scribble out my adventures as a map beforehand. I then write in the skill-check difficulty for any skill checks I anticipate (opening a locked door, finding their way through a forest, etc.) It means I have to think up less things on the fly. Balancing the difficulty of skill checks can be very daunting early on. The safest option is just to assume that every challenge that requires a skill check (unless it's something really, really difficult) is a 12, at least until you have a feel for the system. Finally, as Stormcrow said above, stick to the core rulebook for your first campaign. The supplements are great for building on that foundation, but they can be very overwhelming if you're not familiar with the system. Also, I've been recording sessions from my latest campaign and posting them over on the Examples of Play board. They might be helpful to you. You can find the link below. dwaitas.proboards.com/thread/2892/lego-gameplay-sessions
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Post by foehammer343 on Jul 31, 2017 15:45:08 GMT
Thank you that was vey helpful as I'm getting into the setting up the likely events and skill checks that she'll run into, and have now started scribbling down my thoughts And plans into a little notebook And a litte map with my notes was a great idea. Also I have massively scaled down the plot to just a heist/item recovery adventure, and have squirreled away my darker plotline for a possible future adventure. I have also talked a little about it with my wife and happily she is more excited about it then I thought she would be, though I had to convince her that she wouldn't do it wrong or bad (as the gm I'm more likely to do that).
For those curious about the scraped darker plot (probably no one really, but this is mostly just because I though of it and someone going to hear about it) it was that the moon was actually an egg, just like the one in the episode "Kill the moon" and the casino was just a cover/front for the illegal harvesting of what amounts to "space caviar". The choice of what to do would eventually be to kill the egg creature to end it's suffering, triger it's hatching and kill everyone on the surface (villain will threaten to do this rather then go to space jail) or just let things be if they couldn't decide or think of their own creative way to solve the problem. But this felt too dark for a one person, introduction-to-gameplay adventure. This was my whole reason that it was a moon casino though rather then a space cruise ship or regular casino or something.
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