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Post by Null and Void on Nov 30, 2009 17:26:07 GMT
The two books (the 'Adventures book' is more of a book let) don't have indexes, but they do have fairly good contents on the back of the book which makes for easy reference. Chapter 5 of the GM guide is 'ALL THE STRANGE, STRANGE CREATURES', and the contents lists: - Autons (The Nestenes)
- Carrionites
- Catkind
- Clockwork Droids
- Cybermen
- Daleks
- Judoon
- Krillitane
- Ood
- Roboforms
[/b] [/li][li]Slitheen [/li][li]Sontarans [/li][li]Sycorax [/li][li]Toclafane [/li][/ul][/quote] I assume that the bold refers to robots in general such as K9 or Gadget? I can find no reference to Roboform as a type of alien monster or villain in the whoniverse on wikipedia.[/quote] This actually brings up another question thats been nagging at me for awhile. Are we going to ever see classic series aliens/monsters released for the game? Its my understanding that the BBC likes to keep 'classic' Who seperate from 'New' Who... I also expect that NDAs will prevent anyone from C7 from officially commenting on this. Probably also not the right part of the forum for such a question... I'll post a similar entry for discussion elsewhere. Carry On.
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Post by doctorflea on Nov 30, 2009 17:46:14 GMT
I assume that the bold refers to robots in general such as K9 or Gadget? I can find no reference to Roboform as a type of alien monster or villain in the whoniverse on wikipedia. The roboforms, I believe, were things like The Robot Santas - pretty sure they were referred to as "roboforms" by The Doctor.
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Post by kaemaril on Nov 30, 2009 17:47:28 GMT
I assume that the bold refers to robots in general such as K9 or Gadget? I can find no reference to Roboform as a type of alien monster or villain in the whoniverse on wikipedia. Nope, it's referring to the 'Pilot fish'/robo-santas as used by the Sycorax/Empress of the Racnoss. They're kinda robo-mercenaries, and thus wonderfully generic baddies
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Rog
1st Incarnation
Posts: 3
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Post by Rog on Nov 30, 2009 18:09:04 GMT
Talk about jealous, I havent even seen it yet I remember Arrowdown as a very cool adventure and with good twists along the way.
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Post by kaemaril on Nov 30, 2009 19:02:02 GMT
Chatting with a nice chap at the C7 stand at Dragonmeet I was told they would be doing classic Who, though I wasn't given a timescale, or what format though apparently a sourcebook per Doctor is under consideration. I assume if this news can be mentioned at Dragonmeet then it's not a huge company secret - at least I hope not, or C7 could be tracking me down with baseball bat in hand ...
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Post by kaemaril on Dec 1, 2009 1:11:27 GMT
I don't know if I could get away with posting the TOC in its entirety (I've never done this sneak peek stuff before ), but here are the chapter headings with my notes: Player's Guide- Chapter One : The Trip Of A Lifetime (intro and the usual 'What is an RPG?' stuff - pg 2)
- Chapter Two : The Children Of Time (Character generation) - pg 12
- Chapter Three : Allons-Y! (Playing the game/basic rules - pg 52)
- Chapter Four : Two Worlds Will Collide (Role-playing tips - pg 82)
Gamemaster's Guide- Chapter One : Next Stop, Everywhere! (the GM version of chapter 1 of the Player's Guide - pg 2)
- Chapter Two : The Stuff Of Legend GM's guide to chargen, basically. Covers the same sort of stuff as chapter 2 of Player's Guide with additional stuff for the GM - pg 6)
- Chapter Three : The Long Game (GM's guide to rules/running the game - pg 34 )
- Chapter Four : A Big Ball Of Timey-Wimey Stuff (time travel, time-lords, and the TARDIS - pg 74)
- Chapter Five : All The Strange, Strange Creatures (Aliens, alien PCs - pg 94)
- Chapter Six : You Are Not Alone (GM advice, what the GM does, storytelling, etc - pg 118)
- Chapter Seven : The Oncoming Storm (Adventure, arc, campaign advice - pg 130)
Hope that's informative. Oh, and the Blinovitch Limitation Effect appears in chapter four!
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Post by Corone on Dec 1, 2009 18:09:08 GMT
You realise you are now the envy of EVERYONE on the forum ( bar those who work for C7 and have access to the game already)!!!! If it is any consolation, I've been working on the game on and off for the last year, and I'm still jonesing for a copy badly! So shiny...
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Post by doctorflea on Dec 1, 2009 18:57:01 GMT
If it is any consolation, I've been working on the game on and off for the last year, and I'm still jonesing for a copy badly! So shiny... Only a week to go...
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Post by kaemaril on Dec 1, 2009 18:58:18 GMT
You realise you are now the envy of EVERYONE on the forum ( bar those who work for C7 and have access to the game already)!!!! If it is any consolation, I've been working on the game on and off for the last year, and I'm still jonesing for a copy badly! So shiny... Though, fortunately, the pages aren't too shiny. A satisfyingly heavy weight of paper seems to have been used (100gsm? 110gsm?), and it has a smooth yet matt finish. I love it btw, thanks for the demo game on Saturday, it was most enjoyable. If it is any consolation, I've been working on the game on and off for the last year, and I'm still jonesing for a copy badly! So shiny... Only a week to go... Indeed! I'm looking forward to my extra copies turning up
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Post by doctorflea on Dec 1, 2009 19:02:02 GMT
Indeed! I'm looking forward to my extra copies turning up Now you're showing off Just how many copies have you ordered?
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Post by kaemaril on Dec 2, 2009 0:34:42 GMT
- Gadget cards for psychic paper, sonic screw driver, 51st century squareness gun, engineer's mate, electronic lockpick, engram eraser
- 6 blank gadget cards
Oops! I just realised I missed a page of gadget cards 'cos they were stuck to the underside of one of the other sheets. Prying them loose was the work of mere moments, and revealed the following : - Vortex Manipulator
- Superphone
- Sonic Lipstick
- Wrist scanner
- Two more blank gadget cards
Sorry
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Post by kaemaril on Dec 2, 2009 0:37:49 GMT
Indeed! I'm looking forward to my extra copies turning up Now you're showing off Just how many copies have you ordered? Um ... just two. I didn't pre-order from C7's site 'cos I greatly dislike Paypal, so I ordered from Leisure Games when the pre-order became available on their site. Then I pre-ordered from C7 itself at Dragonmeet. Partly because pre-ordering entered you into a raffle for cool stuff, and also partly because C7 is worth supporting directly imho
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Post by Null and Void on Dec 2, 2009 0:51:31 GMT
I've got mine ordered from Troll and Toad now... Amazon gave me a ridiculous runaround, trying to tell me that the publisher hadn't given a release date yet.
When I finally pointed them the C7 page with the release dates, they immediately changed the page to 'This item will not ship until after Dec. 25th"
Uh... I'm not waiting that long.
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Post by Null and Void on Dec 2, 2009 0:53:32 GMT
By the way Kaemeril, What the general mechanic behind gadgets in the game? Do they just provide a bonus to a given task?
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Post by kaemaril on Dec 2, 2009 2:17:52 GMT
By the way Kaemeril, What the general mechanic behind gadgets in the game? Do they just provide a bonus to a given task? No, they also possess traits and act as reservoirs for storypoints if you want to do something unusual with them. For example: Sonic Screwdriver (Major Gadget) Traits: Open/Close, Scan, Transmit, Weld, Restriction(Cannot open deadlocked seals, tricky controls) Story Points: 2 Major gadgets costs 2 story points, and hold a major trait (or two minor traits), though you can get more traits by purchasing 'bad' traits. They hold 2 story points, which can be spent to accomplish something the gadget was never designed for - for minor gadgets the story points can't add anything except relatively small effects, but on major gadgets those points can be spent on something significant! Some traits act as a bonus to rolls (Lockpicking for Open/Close, frex), others just enable you to do stuff - eg weld.
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Post by Null and Void on Dec 2, 2009 17:18:10 GMT
By the way Kaemeril, What the general mechanic behind gadgets in the game? Do they just provide a bonus to a given task? No, they also possess traits and act as reservoirs for storypoints if you want to do something unusual with them. For example: Sonic Screwdriver (Major Gadget) Traits: Open/Close, Scan, Transmit, Weld, Restriction(Cannot open deadlocked seals, tricky controls) Story Points: 2 Major gadgets costs 2 story points, and hold a major trait (or two minor traits), though you can get more traits by purchasing 'bad' traits. They hold 2 story points, which can be spent to accomplish something the gadget was never designed for - for minor gadgets the story points can't add anything except relatively small effects, but on major gadgets those points can be spent on something significant! Some traits act as a bonus to rolls (Lockpicking for Open/Close, frex), others just enable you to do stuff - eg weld. I guess I'm confused then by the Sonic Screwdriver example. If a Major Gaget costs 2 story points and can contain either 1 major or 2 minor traits... then why does the Sonic screwdriver cost 2 story points and have 4 traits and one drawback?
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Post by allenshock on Dec 2, 2009 17:40:08 GMT
I believe the Sonic Screwdriver as listed has two Drawbacks; the Restriction, and Tricky Controls.
Allen
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Post by Null and Void on Dec 2, 2009 17:47:30 GMT
I believe the Sonic Screwdriver as listed has two Drawbacks; the Restriction, and Tricky Controls. Allen Aha! So it is... I missed that. Mea Culpa. Thanks!
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Post by kaemaril on Dec 2, 2009 18:07:46 GMT
I believe the Sonic Screwdriver as listed has two Drawbacks; the Restriction, and Tricky Controls. Allen Correct. The list of 'gadget traits', by the way, is actually quite small. I imagine a tech book might be forthcoming at some point, but it shouldn't be too tricky for a GM to come up with their own.
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Post by Escher on Dec 2, 2009 20:56:22 GMT
The list of 'gadget traits', by the way, is actually quite small. I imagine a tech book might be forthcoming at some point, but it shouldn't be too tricky for a GM to come up with their own. With the amount of experienced and knowledgable GM's on here it may be a good idea (once everyone has the game) to make a collaborative GM's thread and compile PDF guides of our own. I've released stuff for RPG's in the past and it's great fun and really satisfying.
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Post by Null and Void on Dec 2, 2009 21:14:57 GMT
The list of 'gadget traits', by the way, is actually quite small. I imagine a tech book might be forthcoming at some point, but it shouldn't be too tricky for a GM to come up with their own. With the amount of experienced and knowledgable GM's on here it may be a good idea (once everyone has the game) to make a collaborative GM's thread and compile PDF guides of our own. I've released stuff for RPG's in the past and it's great fun and really satisfying. I'd be up for that. Aside from all the gadgets that have appeared in Doctor Who, there is also Torchwood, Faction Paradox, Bernice Summerfield, Sarah Jane and all the other spin offs... we could easily make a list of traits and even make a list of gadgets themselves...
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Post by kaemaril on Dec 2, 2009 21:26:56 GMT
I'd be up for that. Aside from all the gadgets that have appeared in Doctor Who, there is also Torchwood, Faction Paradox, Bernice Summerfield, Sarah Jane and all the other spin offs... we could easily make a list of traits and even make a list of gadgets themselves... Jack's vortex manipulator wristband, and Sarah Jane's sonic lipstick and wristwatch scanner are already included, in fact. Not just as stats in the book but on gadget cards
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ste1bro
2nd Incarnation
Chap With Wings
Posts: 34
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Post by ste1bro on Dec 3, 2009 1:37:04 GMT
Hi Kaemaril,
I was wondering if you could let me know if there any rules for Regeneration? In our old Doctor Who campaigns, the role of the Time lord was passed from player to plaer each time he was killed and regenerated.
I seem to remember the Time Lord RPG had rules for re-distribution of Ability Stats after regeneration.
In particular, I was hoping for some kind of 'random appearance' tables or similar, to provide a new look for the new character (I did my own home-brew ones years ago - when a new player took over the role of the Time Lord, I'd roll on them and hide the results until he managed to get to a mirror!).
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Post by Null and Void on Dec 3, 2009 2:12:00 GMT
I'd be up for that. Aside from all the gadgets that have appeared in Doctor Who, there is also Torchwood, Faction Paradox, Bernice Summerfield, Sarah Jane and all the other spin offs... we could easily make a list of traits and even make a list of gadgets themselves... Jack's vortex manipulator wristband, and Sarah Jane's sonic lipstick and wristwatch scanner are already included, in fact. Not just as stats in the book but on gadget cards I recall you saying those were in there. I take it the TARDIS is not considered a Gadget then? What of Jack's Chula warship? Or are we getting into a realm thats not normally covered?
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Post by allenshock on Dec 3, 2009 2:45:09 GMT
I would regard the TARDIS as a Plot Device, not a Gadget Allen
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Post by kaemaril on Dec 3, 2009 11:49:21 GMT
Jack's vortex manipulator wristband, and Sarah Jane's sonic lipstick and wristwatch scanner are already included, in fact. Not just as stats in the book but on gadget cards I recall you saying those were in there. I take it the TARDIS is not considered a Gadget then? What of Jack's Chula warship? Or are we getting into a realm thats not normally covered? The TARDIS is not a gadget, no: "Though the TARDIS has stats and Attributes, it shouldn't be 'killed' or damaged by normal means. It should do whatever the plot demands requires of it, and will be entirely under Gamemaster control (except when it is letting its pilot choose a destination). The Skills and Traits are only provided to give you an idea of the many things it can do". It has many traits. I find it amusing that argumentative is one of them It hasn't got the trait Heart of the TARDIS (passengers looking into the heart of the TARDIS temporarily become omnipotent at the expense of being killed by the energies involved next scene) so I suspect Rose's player spent all her story points on that one ;D The GM guide spends seven pages describing the capabilities and systems of a TARDIS (including the Eye of Harmony, HADS etc) I don't recall seeing Jack's Chula ship. Or stats for other ships for that matter, so those may be in a supplement ... edit: Oops, missed a bracket
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Post by kaemaril on Dec 3, 2009 12:06:12 GMT
Hi Kaemaril, I was wondering if you could let me know if there any rules for Regeneration? In our old Doctor Who campaigns, the role of the Time lord was passed from player to plaer each time he was killed and regenerated. I seem to remember the Time Lord RPG had rules for re-distribution of Ability Stats after regeneration. In particular, I was hoping for some kind of 'random appearance' tables or similar, to provide a new look for the new character (I did my own home-brew ones years ago - when a new player took over the role of the Time Lord, I'd roll on them and hide the results until he managed to get to a mirror!). Regeneration is discussed extensively in the section on Gallifreyan physiology, and rules for regeneration takes up the entirety of page 82. Basically the player can redistribute the points in the three physical attributes as he (or she) sees fit, though they also provide a 'roll a d6' chart if the player wants to leave it to chance. Traits can also be juggled with, and you can buy extra traits by reducing an attribute - I assume, though the rules don't say, that that only applies to the physical attributes you're juggling. Appearance also changes and that's left to the player to decide (of course), though again there's another d6 chart to determine hair, eyes etc if the player wishes a spot of randomness. Time Lords are normally more or less out of commission for a while as they recover from their regeneration - the book suggests six hours, optionally modified by subtracting d6 hours - though the GM is free to make it less or more according to the needs of the story. There doesn't appear to be rules covering the 'first fifteen hours of the regeneration cycle', diverting regeneration energies into a convenient spare hand, or metacrisis type stuff, so I suspect those may involve spending large quantities of story points for some plot editing
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Rassilon
Administrator
Grand Administrator
Posts: 751
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Post by Rassilon on Dec 3, 2009 17:51:33 GMT
Traits can also be juggled with, and you can buy extra traits by reducing an attribute - I assume, though the rules don't say, that that only applies to the physical attributes you're juggling. Perhaps we might get an official clarification on this at some point. It's worth taking note of.
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Post by kaemaril on Dec 3, 2009 19:05:39 GMT
Traits can also be juggled with, and you can buy extra traits by reducing an attribute - I assume, though the rules don't say, that that only applies to the physical attributes you're juggling. Perhaps we might get an official clarification on this at some point. It's worth taking note of.Perhaps we could set up a Q&A thread on the 7th/8th, so that any C7 staffers on the board who might be able and willing to answer such questions have a central place to look ...
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ste1bro
2nd Incarnation
Chap With Wings
Posts: 34
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Post by ste1bro on Dec 3, 2009 19:33:47 GMT
Hi Kaemaril, I was wondering if you could let me know if there any rules for Regeneration? In our old Doctor Who campaigns, the role of the Time lord was passed from player to plaer each time he was killed and regenerated. I seem to remember the Time Lord RPG had rules for re-distribution of Ability Stats after regeneration. In particular, I was hoping for some kind of 'random appearance' tables or similar, to provide a new look for the new character (I did my own home-brew ones years ago - when a new player took over the role of the Time Lord, I'd roll on them and hide the results until he managed to get to a mirror!). Regeneration is discussed extensively in the section on Gallifreyan physiology, and rules for regeneration takes up the entirety of page 82. Basically the player can redistribute the points in the three physical attributes as he (or she) sees fit, though they also provide a 'roll a d6' chart if the player wants to leave it to chance. Traits can also be juggled with, and you can buy extra traits by reducing an attribute - I assume, though the rules don't say, that that only applies to the physical attributes you're juggling. Appearance also changes and that's left to the player to decide (of course), though again there's another d6 chart to determine hair, eyes etc if the player wishes a spot of randomness. Time Lords are normally more or less out of commission for a while as they recover from their regeneration - the book suggests six hours, optionally modified by subtracting d6 hours - though the GM is free to make it less or more according to the needs of the story. There doesn't appear to be rules covering the 'first fifteen hours of the regeneration cycle', diverting regeneration energies into a convenient spare hand, or metacrisis type stuff, so I suspect those may involve spending large quantities of story points for some plot editing Brilliant! Thanks, Kaemaril. So far, the RPG seems to have absolutely everything I want out of a Doctor Who game...
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