I got the game a few weeks ago and it has excellent production values. I was also impressed with the lack of typing errors (I spotted one minor typo) and the whole thing reads very clearly.
My family normally plays D and D and this fits in perfectly with our wish to have a more freeform system to play now and again. All my children love Dr Who so I'm on to a winner already. We have only just started Character creation which my son loved doing from scratch. My other two Children chose pre created characters.
I can already see this as a potentially deep system despite its apparent simplicity. This is because it rewards or punishes according to the player working in accordance with his character, including the bad aspects. Story Points are a great concept which will lead to agonising decisions.
I also really like the way combat is not ignored but is the last resort, as it is in the series.
I do hope there will be some campaigns produced as I'm not very good at making my own.
Anyway I'm very impressed with the whole package and I think C7 have put a lot of thought and effort into it.
In the Campaigns and Scenarios section you will find an adventure called "The Chicago Way" that I wrote with lots of help from Trevellian and others on the board. That might give you a couple sessions of fun
I mocked the "yes, but...; no, but..." mechanic as being like something out of Little Britain (on the Gallifrey Base forums, not here), but having called for, ooh, two checks now, I'm growing fond of it.
It's so much less binary than the mostly yes/no system of d20 I'm used to (though there is a leeway of fail by 5 or more, fail by 4 or less, and succeed by multiples of 5, for several checks anyway). There, I just try to describe how much better or worse the player did, without actual game effect.
And it rewards players for really working on their skills rather than taking just enough, or for rolling high rather than middling. Or, equally, when they don't have the skills or roll poorly, punishes them.
(I'd house-rule it into d20 even, though for various reasons I can't do house-rules.)
I've read through the Player's Guide and am up to the Timey-Wimey chapter on the Gamemaster's Guide. So far I would have to say that I'm impressed with the system. I figured before-hand that it would have to be light and flexible to handle the variety of content embedded into the setting and I was not disappointed.
I can see where inspiration was drawn from as it seems to have inherited elements from four game systems. It employs the Attribute-Skill matching element from the World of Darkness (AKA Storytelling) System but instead of dice pools, it uses the more d20 System style skill check, adding them together with the dice roll (2d6 in this case) to compare with a target number to determine success. Most rolls are opposed and not set against static numbers in most cases unlike d20.
A small element lifted from the d6 System is that you may perform as many actions as you like as long as you can handle the cumulative -2 penalty for each additional action performed, including reactions (normally be described as saving throws in d20).
Another minor utilized element I recognize is the concept of Areas for movement and the flexible nature of an area's size. This was originally created in the Marvel Super Heroes game and is an element that I enjoyed a lot when playing that game (of which I still do play once in a while even today).
It lends well itself to play-by-email games thanks to its abstract nature. Even though it does mention the optional use of miniatures, there's really no need for them as the more abstract units of movement and lack of situational bonus such as (in d20 terms) flanking, higher ground modifiers and various other tactical options. As the game rightly stresses the naughtiness of violence in this setting, it is very understandable.
Having now run an adventure I can say that it flows quite quickly and I only had to look up a rule once (and look again to check the difficulty levels). But I've got to say, my players do love throwing Story Points at a roll! Anything even slightly important and it's "buy two extra dice" time!
THE DOCTOR: I'll do a thing. RIVER SONG: What thing? THE DOCTOR: I don't know. It's a thing in progress. Respect the thing!
Hmm, that's a thought - I've not run a game of it yet (too many folk on holidays) - but I should think about making sure there are enough task resolutions in a session to use up a good quantity of story points. There needs to be a gradual build up in difficulty in a similar manner to a continuing Prisoner's Dilemma with higher stakes. There should be just enough for the final confrontation - and if it fails an NPC probably should martyr themselves in the traditional Who manner to save the day.
"This is my timey wimey detector. Goes ding when there's stuff."
Post by renegadetimelord on Jan 4, 2010 10:17:01 GMT
Well, I've now finished reading the Player's and Gamemaster's Guide - and I appreciate a simple system. I think I would have preferred a single book - because of the amount of repetition between the books... Seems GM book contains a little too much word-for-word from the Player's Guide. With a system so simple, why do the players really even need their own book?
When I say I have finished reading the books, I skipped the creature chapter and plan to go back after reading the intro adventure. I definitely had the urge to skim constantly in the GM's Guide, again - because I had read a lot of it already. I intend to work through the creature detail and stats with a fine-toothed comb, so I can really get a grip on the system and process.
I appreciate the production values. I have had no issues with binding and glossy pictures look great throughout. I have noticed, however, staple marks 'yellowing' on the Adventures Book, which is odd. I haven't worked out how that's started happening. I think something else has been pressing down on the book, because there's a staple indentation with a yellow-orange stain; but, the staples obviously aren't 'rusting' (like they did in the good old days!).
I definitely think I'll need to buy the Screen or make my own, just to keep some information to hand, like standard Attribute + Skill combination pairs. The system IS simple, but there are some standard elements that would be handy to have on tap whenever needed.
I have spent a few pennies on Micro Universe figures and intend to use them where it adds to the game. A handful of Judoon, Daleks and Cybermen should all come in handy (mind, I have more Clockwork Robots and Krillitane than anything else!).
I just picked up the game this weekend and I'm very much impressed. The rules, both for Character Gen and gameplay, were very intuitive and myself and my players were able to get a game going (including character gen) within an hour of actually buying the game itself.
What also made my inner geek giddy was that it is a box set. I've always loved box sets since I started collecting 2nd Ed Forgotten Realms sets ages back. And it feels like it's been far too long since I've seen another box set for a game that's interested me as this one has.
I'm hoping to do a review in more detail on my blog (diceandmen.wordpress.com) as well as a summary of the first session of what I'm hoping will be an on-going campaign: Torchwood: NY
Thanks for putting out a great game C7!
Mystery Voice: Fear me. I've killed hundreds of Time Lords. The Doctor: Fear me. I've killed all of them.
My game just arrived today...this is my first post and let me just say OMFG! I have been dreaming of this game for 25+ years. My FASA rules are tattered and cherished, my copy of Timelord is dogeared and cherished. DW AiTaS is beautiful and i already know it will be cherished. Thank you Cubical 7 -- i'll try to treat this game better!
Finally my copy has arrived! And it looks FANTASTIC!
Sadly, I am still waiting on my originial pre-order to arrive...it has yet to arrive. So I ordered a second copy from another source Sunday night (WhoNA) and it arrived today. YEAH!
My second copy (though really my first copy) finally arrived in the mail today from CCG Armory. Not sure what to do with it, I thought of giving it to a friend, but then again I thought about keeping it, keeping it sealed and then one day...ah nevermind.
The Christmas break, snow, closed schools and other such diversions meant that I've just got my copy today.
On a quick flick-though, it looks to do for Dr Who exactly what the Buffy RPG did for the eponymous Vampire Slayer - give you an excellent RPG with the rules and examples delivered in the same tone as the series. Graphically, it's gorgeous. Physically, the box is lovely! Stuffed with goodies as well. Yes, TARDIS dice would've been nice but the 6d6 in there are well chosen. It's literally "just add players and pencils". Superb job. Rules, simple and elegant.
Spotted a couple of "see page [?]" but when the Matt Smith-themed box comes out later in the year I'm sure those will have been corrected.
As someone has already posted, I never thought I'd see a new Dr Who RPG published. When I found out that C7 were doing this, it seemed vapourware and I was sure that the Dresden Files RPG would be out first. Now that it's in my hands, words fail me. Wow.
Just remember who’s standing in your way, remember every black day I ever stopped you and then—AND THEN—do the smart thing: let somebody else try first.
Got my copy today as a present from a friend (apparently as an impulse buy). So far I've just been playing around with characters, and I'll probably only get to play the game by post.
Books look great, and will probably be relatively sturdy especially if I keep them in the box. (I haven't seen an RPG in a box in years, but in this case it works). The Story Point counters look nice, but have a tendency to pop out of their sheet at the slightest touch.
From what I've read, this is very rules-light -- almost like an "indie" game like Spirit of the Century only less crunchy even than that. GMs and Players do a lot on the fly, which is very much in the spirit of the setting.
Overall? I like it. I like it quite a bit. Should be fun to play around with -- and isn't that the important thing?
The Tenth Doctor: "I gave them the wrong warning. I should have told them to run, as fast and as far as they can. Run and hide, because the monsters are coming."
I've read through the Players and GM guides and love it. It's beautifully presented keeping with current syling of Doctor Who. The books are wrtten in a very easy going style making them easy and fun to read. And I love that they have kept the humour of Doctor Who in the game, especially with chapter titles such as Timey-Wimey.
There are a few grammar and spelling errors, but for someone used to Wizards of the Coast products I can overlook them.
As for the rules, fairly simplistic. It's going to be a shock to the system for my group going from D20 (Star Wars and D&D) to a non/limited combat system.
I'm really hoping my group like AITAS because I really want to run with this game for a few adventures at least.
"There's no use being grown up if you can't be childish now and then."
I received my copy of the game about a week and a half ago and have since finished reading all of the contents.
Cubicle 7 - well done! The game is suitably rules-light (said as a compliment), in keeping with the genre and conventions of the programme and has pretty good layout and use of the show's promotional artwork and images is fairly solid. It was likewise a welcome change to purchase a new game as a boxed set, hopefully giving a new generation of gamers a chance to experience the simple pleasures of the boxed set circa.
I will certainly be picking up the Aliens and Creatures boxed set, with the UNIT boxed set as a definite possibility when it becomes available. Likewise I'd not hesitate to recommend the game to both fans/regular viewers of the programme, as well as roleplayers looking for a game to specifically approach the BBC sensibilities of the WHOverse.