|
Post by kaemaril on Dec 3, 2009 22:35:51 GMT
Regeneration rules on pg. 85 says a player should redistribute the points in the three physical attributes (Awareness, coordination, Strength)
Under trait changes it says 'Just as you did at character creation, you could reduce an attribute to purchase another trait, or vice-versa'
I'm assuming that this only refers to the physical attributes (which could be considered to be 'in flux' as it were), but is that correct?
|
|
|
Post by Corone on Dec 9, 2009 15:01:26 GMT
I think with regeneration you should really take it on a case by case basis. Given the mental problems the 6th Doctor suffered from, you could make an argument for adjusting mental traits too.
Gaining a trait makes sense too, and as long as you balence your gains with a loss I'd let a player change the character almost as much as they liked.
One suggestion that got made in playtesting was that upon regeneration, someone else got to play the Time Lord. In such a case they may have a whole new character lined up.
|
|
|
Post by doctorflea on Dec 9, 2009 15:06:17 GMT
One suggestion that got made in playtesting was that upon regeneration, someone else got to play the Time Lord. In such a case they may have a whole new character lined up. And would then that second player's character be played by the former Time Lord's character or sidelined as an NPC? It's an interesting idea though. Guess it all depends on your particular group of players and how attached they are to their characters (you would hope a lot).
|
|
|
Post by JohnK on Dec 9, 2009 16:27:46 GMT
And would then that second player's character be played by the former Time Lord's character or sidelined as an NPC? It's an interesting idea though. Guess it all depends on your particular group of players and how attached they are to their characters (you would hope a lot). In the campaigns that I ran of the old FASA and TIMELORD rpgs, the player character in question would be retired as part of the plot (death of the character only with the agreement of the player), and that player would then take on the role of the regenerated Time Lord. This worked rather well, since I could plan out scenarios where the old player character Companions could come back and be involved in a plot once more. Ymmv, of course.
|
|
|
Post by doctorflea on Dec 9, 2009 22:11:46 GMT
This worked rather well, since I could plan out scenarios where the old player character Companions could come back and be involved in a plot once more. Oh, I like that... that's definitely going in the mental notebook of ideas. Thanks.
|
|
|
Post by brainiacfive on Dec 12, 2009 22:38:21 GMT
Yeah, back in the FASA era had the idea to have players make up multiple incarnations at once, different players in change of each incarnation. that way they could be built with a similar theme, but each player put his own twist on it. And the multiple versions were available if I ever chose to do a crossover adventure.
I never got around to it, so I don't know if I would have had the same player play each incarnation after a regeneration, or have it switch to a the player who initially worked on that incarnation. I did always think that switching players would be one sure way to make the Timelord's personality change after Regeneration, but unless you've got an extra PC lying around for the 'old regeneration' player, it's a bit clunky in practice.
|
|
|
Post by allivingstone on Dec 13, 2009 0:38:23 GMT
There has always tended to be a lot of change among the TARDIS crew around regeneration time (with the odd exception, like Rose). Changing the line-up of characters in the game would be quite in keeping with this.
As an aside: This phenomenon was probably more pronounced in the classic series than in the current era to date, but I think the change from 10th to 11th will be more fundamental than that from 9th to 10th. The changes in the production team will be part of that of course.
|
|
|
Post by Kit on Dec 13, 2009 0:41:11 GMT
Yeah, back in the FASA era had the idea to have players make up multiple incarnations at once, different players in change of each incarnation. that way they could be built with a similar theme, but each player put his own twist on it. And the multiple versions were available if I ever chose to do a crossover adventure. I never got around to it, so I don't know if I would have had the same player play each incarnation after a regeneration, or have it switch to a the player who initially worked on that incarnation. I did always think that switching players would be one sure way to make the Timelord's personality change after Regeneration, but unless you've got an extra PC lying around for the 'old regeneration' player, it's a bit clunky in practice. My spin at the beginning of a campaign was to have each player create a companion and an incarnation of the Time Lord. To give maximum flexibility, we did not establish which regeneration each version of the Time Lord was at in character creation. One of the players was selected through various means to play the time lord, making his character the first incarnation. His companion character and all the other player's Time Lords went into my notebook for later use. This allowed for some interesting sessions. If the initial Time lord was killed or the player decided he wanted to play a companion and maybe let someone else play the Time Lord, we determined which player would play the next regeneration of the Time lord. Then, we shuffled the initial Time Lord off and the other players companion off stage. Then, we brought in the new Time Lord [possibly with some slight rejuggling off the character sheet to accommodate things that happened to the earlier incarnation. Much as the 5th Doctor had an issue about heights after the 4th Doctor fell to his death.] and the initial Time Lord player had a ready made companion to join in the adventures. This also allowed for multi-Time Lord special episodes. If someone really wanted to play a Time Lord, but only for a session or two, I could pull in a future regeneration. We would not establish which regeneration he was to keep game flexibility. he could make up stuff about his past and the other characters future, but players knew I'd be paying attention and that anything they made up could be used against them someday. Mostly they just made smug comments ;-) It seemed to work well and I'm thinking about trying it again.
|
|
|
Post by Null and Void on Dec 13, 2009 14:31:07 GMT
If I recall the way we handled it in my old game, one player always stuck with one time lord through all the regenerations. The way conflict was avoided was that we had multiple TARDIS crews, and before a game, the players would decide which crew they wanted to play.
|
|
|
Post by JohnK on Dec 14, 2009 16:15:53 GMT
Hullo, Doctor Flea, This worked rather well, since I could plan out scenarios where the old player character Companions could come back and be involved in a plot once more. Oh, I like that... that's definitely going in the mental notebook of ideas. Thanks. You're welcome. I should add that the players would only create new Companions for the game as they needed it, and I would add a new scenario to the "Season" in question that introduced the new Companion(s). When it came to the Time Lord, I always assigned the player who was going to play the Time Lord's next regeneration the task of keeping a page of notes in terms of what they saw in play of the personality and quirks of the current incarnation. That way, when they did the character regeneration, they could tailor the character the way they wanted to, keeping some of the elements of the previous versions.
|
|
|
Post by doctorflea on Dec 14, 2009 20:52:10 GMT
What then is the general feeling about Time Lords changing gender at regeneration?
Personally, I'm against it as I don't believe it fits the feel of the show - but I'm trying to encourage our one female player to take the Time Lord mantle in my planned game and play a Time Lady.
However, if, at a later stage, she regenerates and one of the male players takes over I'm not so sure about "forcing" him to play a female character, if he's not comfortable with that (anymore than I'd be comfortable with forcing Clare to play a male character, although she has done in the past - very successfully).
Comments, suggestions???
|
|
|
Post by Null and Void on Dec 14, 2009 21:30:37 GMT
What then is the general feeling about Time Lords changing gender at regeneration? Personally, I'm against it as I don't believe it fits the feel of the show - but I'm trying to encourage our one female player to take the Time Lord mantle in my planned game and play a Time Lady. However, if, at a later stage, she regenerates and one of the male players takes over I'm not so sure about "forcing" him to play a female character, if he's not comfortable with that ( anymore than I'd be comfortable with forcing Clare to play a male character, although she has done in the past - very successfully). Comments, suggestions??? Honestly, I would be against the gender switch during regeneration. It doesn't quite fit well enough with the show. The Curse of the Fatal Death is the one instance this was done, for comic effect, and I feel it would make things ludicrous if it were done. That being said, I'd just skip a player who couldn't handle playing a woman. Role-playing *should* push your boundaries a bit. However, if it is a problem, perhaps rotating the Time Lord/Lady isn't the proper route for your game to go. Perhaps it really should be just one player playing it for all the regenerations... but give the others some perk if they feel slighted. Mind you, thats just my take, my opinion, YMMV, etc, standard disclaimer, etc...
|
|
|
Post by doctorflea on Dec 14, 2009 22:29:40 GMT
Mind you, thats just my take, my opinion, YMMV, etc, standard disclaimer, etc... Thanks, given that my campaign is a little way off yet, these are all things I will have plenty of time to mull over.
|
|
|
Post by lomythica on Dec 16, 2009 20:30:52 GMT
As an aside: This phenomenon was probably more pronounced in the classic series than in the current era to date, but I think the change from 10th to 11th will be more fundamental than that from 9th to 10th. The changes in the production team will be part of that of course. The issue that occured after the 2005 season with the 9th doctor, is that they were concerned with changing too much too soon in the reboot. They needed some elements to remain the same, so, since the doctor was changing, the companion needed to remain the same. Also, I feel like for the reboot, the whole goal was to restart it and bring us in from the companion's perspective, much like the original pilot did. Allow the people to learn about the doctor all over again, through the eyes of the person that we could identify with ( a modern human).
|
|
|
Post by The Porter on Dec 31, 2009 23:50:37 GMT
What then is the general feeling about Time Lords changing gender at regeneration? Honestly, I would be against the gender switch during regeneration. It doesn't quite fit well enough with the show. The Curse of the Fatal Death is the one instance this was done, for comic effect, and I feel it would make things ludicrous if it were done. Although it may have been done for "comic effect" in the past, doesn't mean that it couldn't be done and taken completely seriously. Personally I think that it has great story telling possibilities and is not a stretch at all for a Doctor Who game. When you are running the game, remember it is your game, you make up the rules. The goal is for you and your players to have fun. Do what works for you.
|
|
ilyia
1st Incarnation
Posts: 5
|
Post by ilyia on Dec 5, 2010 20:22:25 GMT
Although, if one of your players is capable of handling both the fluxuating mindset and better at understanding the timey-wimey stuff, I'd just as easily saylet them take care of it and throw the other players a bone or three along the way. Some people are better with the concept of fourth-dimensional physics than others. Just my $0.02 though.
|
|