Post by echsenkoenig on Dec 12, 2017 11:55:20 GMT
Hello everybody (=
As I'm going to GM my first game of the Doctor Who RPG and choose "Seeing Eyes" as the adventure to go, I came to some questions. Sadly, I haven't found an appropriate answer.
In the adventure, there are some encounters with enemys, I can't find a good solution for resolving without fighting. As fighting is never the prioritised way to go for the Doctor, I'm a bit confused. The first encounter with the teacher in the class room is covered by the play example some chapters ahead. The Doctor there uses his Sonic Screwdriver to disable the teacher. This is a very doctorish solution and I really like it, but this can't be the solution every time a fight is going to happen. I see running as an option in Engine Room #1, but the following encounters with the Weeping Angles?
In the corridor with the flickering lights, it seems to me that the PC's have to survive, until the soldiers get them out. Dodging attacks and maybe counter the Angel's ability to let the light flicker.
Later on, when encountering the Clockwork Angel, things getting harder. As from what I read, the Quantum Lock doesn't really affect this angel and as soon as the Time Engine is disabled, there are even 4 more Angels attacking the PCs. From then on, running for the TARDIS or a time window seems valid.
These scenes seem very dangerous and there have things to accomplish, before an escape is possible. I thought about the Initiative for extended Conflicts or even Talking in a simple Conflict, but some enemys can't be talked down...Even if I want to talk someone down in an extended conflict...Can Talkers do "damage" until an enemy is talked down?
I'm very confused about this, even though I read a bit about OSR, where being creative is prefered over clinging to ones stats...
As I'm going to GM my first game of the Doctor Who RPG and choose "Seeing Eyes" as the adventure to go, I came to some questions. Sadly, I haven't found an appropriate answer.
In the adventure, there are some encounters with enemys, I can't find a good solution for resolving without fighting. As fighting is never the prioritised way to go for the Doctor, I'm a bit confused. The first encounter with the teacher in the class room is covered by the play example some chapters ahead. The Doctor there uses his Sonic Screwdriver to disable the teacher. This is a very doctorish solution and I really like it, but this can't be the solution every time a fight is going to happen. I see running as an option in Engine Room #1, but the following encounters with the Weeping Angles?
In the corridor with the flickering lights, it seems to me that the PC's have to survive, until the soldiers get them out. Dodging attacks and maybe counter the Angel's ability to let the light flicker.
Later on, when encountering the Clockwork Angel, things getting harder. As from what I read, the Quantum Lock doesn't really affect this angel and as soon as the Time Engine is disabled, there are even 4 more Angels attacking the PCs. From then on, running for the TARDIS or a time window seems valid.
These scenes seem very dangerous and there have things to accomplish, before an escape is possible. I thought about the Initiative for extended Conflicts or even Talking in a simple Conflict, but some enemys can't be talked down...Even if I want to talk someone down in an extended conflict...Can Talkers do "damage" until an enemy is talked down?
I'm very confused about this, even though I read a bit about OSR, where being creative is prefered over clinging to ones stats...