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Post by Kammerice on Aug 5, 2012 15:36:45 GMT
Over on RPG.net, I've turned my hand a few times at making episodes for my favourite shows/games based on song titles by particular artists. In the past, I've done Serenity/Johnny Cash, Buffy/REM and more recently (and not as well...) Farscape/Barenaked Ladies.
I haven't ever done Who, for the sole reason that I had no idea exactly who would do Who justice. And then I was listening to some early Rainbow stuff in the car and realised who it had to be for Who. And then my SO asked "What about Ronnie James Dio's other songs?" and so, I decided to change Rainbow for Dio. It makes sense (hopefully). So, these songs are all chosen from Dio's back catalogue - from his time in Rainbow, in Black Sabbath and by himself. I hope this works out...Please also note that I am posting this up at RPG.net too, so both threads will pretty much be copy/paste jobs from here on out.
Also, feel free to jump in with comments at any stage in the proceedings - don't feel you have to wait until I'm finished a series or finished entirely - I am still writing this at the minute.
For the purposes of this exercise, I’m going to assume that it’s the Eleventh Doctor and his companions in these episodes, but this can be changed fairly easily for a different incarnation of the Doctor or for an entirely new Time Lord, as seems appropriate. Quite a few of the songs on the list, I feel, tend to be better served as “feature-length” episodes, so in a lot of the cases, one episode will run into the next one. Oh, and as I write this introduction, I've only just finished Series One, so that's the only one I can say for certain features a lot of back-and-forthing through time as a central point of the campaign...
I've arranged them into three 12 episode series, with an extra episode at the end of each series for a Christmas special. The order of episodes I've listed here may not be final. Hope this is of use to folk.
Series One - Strange Highways[/u] Don’t Talk to Strangers Sixteenth Century Greensleeves Tarot Woman The Man Who Would Be King Over and Over Neon Knights Wishing Well Man on the Silver Mountain Voodoo Neverwhere The Temple of the King Kill the King
Special Letters from Earth
Series Two - Sacred Heart Stargazer Lady of the Lake Falling Off the Edge of the World Starstruck Buried Alive Straight Through the Heart Death by Love The Prisoner of Paradise A Light in the Black Gates of Babylon Breaking into Heaven Lady Evil
Special Time Machine
Series Three - The Last in Line Black Sheep of the Family Self Portrait Rainbow Eyes Sins of the Father In Dreams Sensitive to Light Do You Close Your Eyes Holy Diver The Eyes Children of the Sea Walk Away Die Young
Special Lonely is the Word
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Post by Kammerice on Aug 5, 2012 15:37:38 GMT
Series One - Strange Highways Don’t Talk to Strangers Hook: Children have been disappearing from a small town in England. When they return, they are empty shells, not capable of anything save breathing. Problem: A creature that preys on the energy of the young has become trapped on Earth. Complications: Now that a Time Lord has shown up, the creature will be drawn to his energy like a moth to a flame. Subplots: Some of the local residents have found the creature’s damaged craft, sparking a small riot. Resolution: The Doctor and his companions manage to fix the creature’s craft and send it on its way. That, or they kill it… Fun Stuff: Hide and seek games as the creature chases the Doctor. Plus, maybe it can control the mindless children
Sixteenth Century Greensleeves Hook: Many lie dead at the first outing of a song Henry VIII had composed for Anne Boleyn. The music tore a hole in the fabric of space, allowing a small horde of inter-dimensional imps to rampage through. Problem: Each time the song is played, more tears in space appear. Complications: Nobody says “No” to Henry VIII; the formal recital for Anne Boleyn will go ahead without delay. Subplots: Despite trying to woo Anne, Henry VIII’s eye has been drawn by one of the Doctor’s companions. Resolution: Change the music slightly, get all the nasty little imps back into their dimension and seal the rifts. Easy. Fun Stuff: Henry VIII may or may not be played by Brian Blessed.
Tarot Woman Hook: On a distant planet, an old witch is performing magic tricks and doing tarot readings with extreme accuracy. Problem: Huge time-spikes occur as she does a reading; the woman is manipulating future events to match her predictions. Complications: Only one kind of energy source could be used for timeline shenanigans this big: a TARDIS. Subplots: Further investigation reveals that the TARDIS is actually a future version of the Doctor’s… Resolution: The witch’s TARDIS is sent back to find its Doctor. Fun Stuff: “Read your fortune, dears?”
The Man Who Would Be King Hook: A young prince is behaving entirely out of character, becoming exceedingly war-like, which piques the Doctor’s interest. Problem: The prince only became this way after the court received a visit from a dance troupe. Complications: The dance troupe is from a nearby star system, and wish to mine the world for its resources. Unfortunately, the Dancers do not have the necessary resources to take the world by force; instead they will turn the local powers against one another and mop up the survivors. Subplots: There are many, many, dance troupes. Resolution: The Dancers are sent packing and the world returns to normal. Fun Stuff: Ye olde medieval town…but in space!
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Post by Kammerice on Aug 5, 2012 18:21:18 GMT
Neon Knights Hook: In a museum detailing most of Earth’s history, several empty suits of armour begin to move by themselves. Problem: The armour isn’t empty; it is worn by gaseous creatures, which cannot be killed by conventional weaponry. Complications: The Neon Knights have been charged with defending the museum against all interlopers so that items of value or importance may be stolen by an unseen agent. Subplots: As the Neon Knights carry out their mandate, they begin to inhabit more than just the armour; stuffed animals, old vehicles…anything and everything can come alive. Resolution: The Neon Knights are defeated, but probably not before at least some of the items have been stolen. Of the thief, there is no sign… Fun Stuff: Being chased around a darkened museum.
Wishing Well Hook: An odd tradition has sprung up around a black hole: people are throwing things in for good luck. Problem: One might throw a penny into a wishing well, but for a black hole, they want something more…an entire race of people are being used as sacrifices to the black hole. All in the pursuit of better luck. Complications: The platform orbiting the black hole is beginning to fail; if left unchecked, it will fall into the wishing well within the hour. Subplots: Something one of the companions does is seen as greatly honourable; they are to be the next sacrifice. Resolution: Hopefully nobody else gets thrown in, and the platform is saved from total destruction. Fun Stuff: Joe Versus the Volcano…but in space!
Man on the Silver Mountain Hook: People in a mining platform of a gas giant have gone missing amid rumours of some huge metallic structure only glimpsed through the clouds. Problem: The Doctor and his friends have stumbled upon a small contingent of Cybermen. Complications: They Cybermen can go down into the huge pressures of the planet, away from any pursuit. Subplots: During one of their raids, the Cybermen grab on of the Doctor’s companions. Resolution: Get everyone back safely, destroyed the Cybermen and left happily. Fun Stuff: Using the TARDIS to chase after the Cybermen in the clouds.
Voodoo Hook: The Doctor finds himself sick for the first time in a very, very long time. Problem: This is no ordinary sickness; nothing he nor the TARDIS tries seems to help. He instructs his companions to take the TARDIS back to the last planet they visited. Complications: Upon arrival, they discover the entire planet is suffering from the same effects. All, that is, except a handful of medical professionals. Subplots: A warship has arrived in orbit, demanding to know if their weapon is ready. Resolution: Clearly the medics are creating some kind of biological weapon for the warship; hopefully the Doctor and his companions can find a cure and stop it falling into the wrong hands. Fun Stuff: Sick Time Lord.
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Post by Kammerice on Aug 6, 2012 17:33:58 GMT
Over and Over Hook: The Doctor and companions encounter each other. Then again. And again. Shouldn’t the TARDIS stop this kind of thing? Problem: The temporal shielding the TARDIS employs to ensure it cannot meet itself has failed. Complications: To restart the shielding, the TARDIS must undergo a full shutdown, which will leave it vulnerable to all kinds of attacks. Subplots: The TARDIS is infiltrated and stolen whilst restarting. Resolution: The Doctor finds himself and his companions thrown through time and space in one direction as the TARDIS goes in another… Fun Stuff: Seeing the inside of the TARDIS in great detail.
Neverwhere Hook: Having been thrown from the TARDIS in Over and Over, the Doctor and his companions find themselves on a world that doesn’t exist. Problem: The world is a thing of legend, yet they are on it. So too are many that have been lost in space and time, some at the hands of the Doctor himself. Complications: There are a small band of Neon Knights standing over a regal coffin. Subplots: Perhaps even some of the Doctor’s old companions are here… Resolution: The TARDIS turns up out of the blue (literally), sent back to them by themselves in The Tarot Woman. Fun Stuff: Special guest slots for old faces.
The Temple of the King Hook: The Doctor and his companions travel to see the peaceful Monks of Quan. Problem: Quan has become a wasteland. The only pristine building on the planet is a temple, dedicated to an old King with the ability to step across worlds. Complications: The King is the young prince from The Man Who Would Be King. In his service are the Neon Knights…and the TARDIS. Subplots: The King is old, and knows his life is ending. This makes him dangerous and erratic. Resolution: Several of the King’s allies will turn on him to help the Doctor and his companions. As they close on the King, he will use his TARDIS to escape through time, taking one of the Doctor’s companions with him. Fun Stuff: Wibbly-wobbly, timey-whimey…
Kill the King Hook: The King has escaped through time, as seen in The Temple of the King. The Doctor and his friends must stop him before he does any more damage to the timeline. Problem: The King is inside the stolen TARDIS from Over and Over. And he’s not likely to come out any time soon. Complications: The stolen TARDIS still has malfunctioning time shielding. Subplots: One of the Doctor’s companions is aboard the stolen TARDIS; he/she is more familiar with the vessel than the King or his Neon Knights. Resolution: The King is lost in time and space (to end up in his coffin in Neverwhere) and the stolen TARDIS ends up with the witch in Tarot Woman. Fun Stuff: Running through all of time and space after a maniac.
Sorry, some of the lyrics are lacking punch, or need to be looked at side-on to get their meanings with regard to the episodes. But, hey, at least I'm trying!
Oh, and that's it for Series One. Got a Special and then Series Two to get on with...
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Post by Kammerice on Aug 6, 2012 20:13:38 GMT
Special ILetters from EarthHook: The Doctor takes his companions home for Christmas. Upon arrival, they discover people have been sending interesting, moving Christmas cards. Problem: The cards are actually windows into a two-dimensional world. The scenes on the cards have been created by a large card-making manufacturer which has enslaved the entire two-dimensional people. Complications: The card company has frozen the two-dimensional planet, effectively sending it into an ice age. If the people are not saved, they will freeze to death. Subplots: Surely one of the companions just has to get into that two-dimensional world… Resolution: The cards are destroyed, the people freed and everyone has a nice Christmas. Fun Stuff: Evil human corporation, oppressed people set free…this has Christmas written all over it! Series TwoStargazerHook: On a planet which orbits close to its star, a small team of astrophysicists are observing an unusual phenomenon. Problem: The scientists should have been paying more attention to their world; some enormous creature has been asleep inside the planet for some time and has just awoken. Complications: Not only will the creature’s hatching destroy most of the planet; the parts it doesn’t destroy will be pulled into the star. Subplots: Several colonists were planning a coup. Resolution: Everyone gets out in time before the creature hatches and goes on its merry way. Fun Stuff: A good old fashioned race against the clock. Lady of the LakeHook: A broken-hearted woman throws herself into a lake. Locals retrieve her body, but it’s far too late to save her. That night, she is seen walking back to the lake and disappearing beneath the surface. Problem: The woman’s troubled mind called an elemental being to her; the water sprite couldn’t save her in time, and viewed the villagers rescue as against her wishes. The water elemental took the woman’s form and seeks revenge on the one that broke her heart. Complications: The elemental becomes infatuated with one of the Doctor’s companions. Subplots: The elemental’s anger may attract more of its kind. Resolution: The situation is diffused, and the elementals stop assaulting the village. Fun Stuff: Depending on how it’s played, it could be a ghost story. Falling Off the Edge of the WorldHook: The town of Precipice has a secret; nobody has died in the town for nearly two hundred years. Problem: The elders of the town discovered some ancient medical technology from a forgotten race, and effectively managed to freeze the aging process. However, there is a cost; the more the machine is used, the more of its creators it leaves in the people – the town is slowly turning itself into a colony of insect-like aliens. Complications: Neighbouring towns have started to notice the change…and aim to remove the problem. Subplots: The original race have returned, looking for their lost equipment. Resolution: The town becomes human once more. Fun Stuff: “These people certainly have an Innsmouth look to them…” StarstruckHook: When the Doctor and his companions step out of the TARDIS in the far future, they are confronted with huge television screens. One each screen, watched by hundreds of people, are their adventures. Problem: Someone has clearly been following them. Answers lie with the television network. Complications: The television executives are nothing but mindless drones; the real answers lie with the Boss…whoever that might be… Subplots: Loads and loads of screaming fans. Resolution: Find out who televised them and kindly ask them to stop. And maybe find some way to destroy all of the footage… Fun Stuff: Loads and loads of screaming fans…
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Post by Kammerice on Aug 7, 2012 17:54:01 GMT
The Prisoner of Paradise Hook: A young man and a young woman sit in a luscious jungle environment. They are clearly in love. Cut to several years later; the jungle is a dark and dangerous wasteland. The woman stalks through the undergrowth; the man flees before her. Problem: The environment, including the woman, is entirely simulated. The computer running the simulations has become damaged. Complications: Parts of the Doctor’s and his friends’ fantasies begin to appear in the jungle, tying them to it. Subplots: If the man begins to show more than simple curiosity towards one of the newcomers, the simulation will ruthlessly target that person. Resolution: The simulation is shut down. Fun Stuff: It’s a holo-deck episode! Anything goes.
Buried Alive Hook: The Doctor thinks that the Blue Crystal Mines of Flack would be an interesting stopping point. He books himself and his companions on a tour. Unfortunately, one of the other tourists on the group causes a cave in. Problem: The crystals, whilst beautiful, exude a harmful gas. Normally, when only breathed in passing, it’s harmless. When confined within the mine, breathing it in causes the body to slowly turn to crystal. Complications: Something in the mines has decided to take advantage of the cave-in and is stalking the tour group. Subplots: Who knows…maybe the cave-in wasn’t an accident… Resolution: The tour group gets out alive and not-crystal. Fun Stuff: Claustrophobia inducing scenes.
Straight Through the Heart Hook: On a funeral planet, a group of water elementals (The Lady in the Lake) have crashed. Being empathic creatures, they live in constant misery at the heart-ache around them. Problem: The elementals hijack a bunch of fresh cadavers and wage war on the mourners, driving them from the planet. Complications: The Doctor and his companions arrive shortly thereafter…they might even see the last of the ships leaving. Subplots: There are some familiar names on graves. Resolution: The Doctor and his friends escape, but at some cost. Fun Stuff: Zombies!
Death by Love Hook: Every culture has its own marriage rituals. The citizens of this particular planet live in constant fear of their social betters making the announcement. Just as the TARDIS arrives, a royal wedding has been declared. Problem: When social superiors, especially royals, get married, the groom sacrifices huge swathes of the population. Complications: Of course the Doctor or one of his companions has been selected. Subplots: The bride-to-be doesn’t actually want to marry her fiancée. Resolution: The wedding is cancelled. Fun Stuff: “Until death do you part…”
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Post by Kammerice on Aug 7, 2012 17:54:22 GMT
Gates of Babylon Hook: The TARDIS doors open on an impossible site. The Doctor has come home to Gallifrey. Problem: Gallifrey is ashes, locked in the Time War. Yet here it stands before him, rebuilt. The Time Lords he encounters talk of the Babylon Seal having brought them back to life. Complications: Certain aspects of Gallifrey are off; the day is a little too long; noises sound in the night that were never heard on the planet of the Time Lords. Subplots: The companions see the occasional glimpse of strange shapes, watching them. Resolution: Reaching the Babylon Seal, the Doctor discovers that Gallifrey is nothing but a simulation. They are in a ship as last seen in The Prisoner of Paradise. Fun Stuff: Gallifrey!
Breaking into Heaven Hook: Following on from Gates of Babylon, the Doctor and his friends break into the computer core. Problem: The computer required to simulate Gallifrey must be an incredible machine. Complications: The machine is alive. And enslaved. Subplots: The simulations amass an army to stop the Doctor. Resolution: The computer is freed, and gives up the name of its captor: she is a female Time Lord. Fun Stuff: Talking computers and hints at huge confrontations to come.
A Light in the Black Hook: The TARDIS is thrown from the time vortex and loses power completely. Problem: With no power, the TARDIS will eventually become nothing more than a blue wooden box floating through space. Complications: Something hit the TARDIS with enough force to knock it off course…that something managed to get in the TARDIS. Subplots: The TARDIS is able to relay that it is drifting perilously close to a supernova. Resolution: Power is restored. Fun Stuff: There are so many rooms in the TARDIS. Time some of them had a dusting off.
Lady Evil Hook: The female Time Lord draws the Doctor to her. She stands on the brink of the Moment, and she intends on using the Doctor’s death to undo the time lock on their planet. Problem: If Gallifrey comes back, countless millions will suffer. Complications: The Moment weakens as soon as the Doctor arrives. Subplots: The female Time Lord has studied the Doctor. It was she who managed to make him a television star in Starstruck. She has access to every wrong decision he ever made and will use it against him. Resolution: The female Time Lord is defeated and the Moment is left alone. Gallifrey remains time locked. Fun Stuff: Exactly what is “The Moment?”
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Post by Kammerice on Aug 7, 2012 20:24:55 GMT
Special II Time Machine Hook: H.G. Wells suffers nightly visits by shadow creatures shortly before Christmas. Problem: The shadows, referred to by Wells as “Morbids”, have become stranded on Earth for some number of years. They survive by stealing light from their surroundings and feeding on anybody left inside the darkness. Complications: Wells is being targeted as the Morbids mistakenly believe his stories; they think he can help them escape their isolation. However, they are frustrated with his failure to help them and will do their utmost to prevent visitors distracting him from his work. Subplots: The Morbids can only communicate in scientific terms; part of the reason Wells has had such a difficult time is that he does not understand them. Resolution: The Morbids get home and the Doctor and his companions have Christmas with H.G. Wells. Fun Stuff: Meeting H.G. Wells, mainly. Series Three Black Sheep of the Family Hook: On a small moon, a court has been called to session: charges of genocide and war crimes are being brought against the Time Lords. Problem: As the last remaining Time Lord, the Doctor has brought before the court of the Indigo Judge. Complications: If found guilt of the Time Lords’ crimes, the Doctor will be sentenced to permanent incarceration in a prison contained within a black hole. Subplots: The Doctor argued against the very crimes he is being charged with. Resolution: The Doctor will probably not be found innocent…his companions will need to organise an escape. Fun Stuff: Lots of old Time Lord antics.
Self Portrait Hook: A woman is looking at a painting hanging in a gallery. Suddenly, paint-tendrils lash out and pull her into the picture. The next person that passes the painting sees a portrait of the woman. Problem: Something inhabits the painting, using it as a hunting ground. Complications: The painting is to go under the hammer at an auction. Subplots: The alien race that readily springs to the Doctor’s mind are usually a peaceful, vegetarian people. Resolution: The creature is removed from the painting. Fun Stuff: Being chased by a portrait.
Sins of the Father Hook: The valiant Holy Order of the Martyr’s Tears have landed on a previously unexplored planet. Problem: The remnants of an ancient civilisation come to life, turning on the explorers. Complications: At least one member of the Order knew about the dead civilisation. Subplots: The ancient race are strangely human-like in their paintings. Resolution: The ancient weapons are turned off. Fun Stuff: Lots of potential for Indiana Jones moments.
Rainbow Eyes Hook: The Doctor and his friends have stopped to watch a bright yellow star go supernova. Problem: One of the flashes from the dying star hits the TARDIS; the human passengers begin to see in extra-dimensions. Complications: At first the sensation is novel, but as it continues the human mind begins to fracture. The dimensions they have access to allow them to see small beings that inhabit the TARDIS. Subplots: The humans can use their newfound abilities to see new, secret things about each other. And the Doctor… Resolution: Their eyes are fixed and their sanity not warped too badly. Fun Stuff: What the hell are these little things in the TARDIS?
In Dreams Hook: A small boy has an argument with his parents about his bedtime. Eventually, he fearfully goes to sleep. Problem: The boy is plagued by dreams of world-destroying aliens. Even stranger, in his dream, a blue box has materialised… Complications: The Doctor recognises the aliens as being telepathic entities that love the taste of fear. Subplots: Additionally, this marks the first time the TARDIS has appeared inside a person… Resolution: The aliens are defeated with the boy’s help. Fun Stuff: In dreams, the normal laws of physics apply even less than the do usually when the Doctor is involved.
Sensitive to Light Hook: On a planet in perpetual night, the only source of light is a holy shrine. Problem: The light source is an ancient power gem, created in the fires of a dwarf star. The only people capable of creating such an item were the Time Lords. The power gem is fading; as it dies, it gives visions of the far future and the distant past to any that touch it. If it is not removed, it will destroy the planet entirely as it burns up. Complications: The Daleks have arrived to claim the gem for their own. Subplots: One of the visions granted by the gem is the last remaining Time Lord’s death. Resolution: The gem is safely destroyed. Fun Stuff: Why are we afraid of the dark? Do the Vashda Narada lurk in the shadows?
Do You Close Your Eyes Hook: On a space station, four people live in fear. Problem: One of them is infected with an alien parasite. Complications: Upon arrival, the Doctor and his companions are forced into the standoff. Subplots: The parasite can change host. Resolution: The parasite is found and destroyed. Fun Stuff: Paranoia. And maybe Kurt Russell.
Holy Diver Hook: Beneath a glacier, the Order of Martyr’s Tears drill into the depths for the treasures left behind by an underwater race. Problem: In order to get to the submerged ruins, the Order have enslaved the local amphibious population. Complications: The Order’s digging and behaviour have awakened a long dormant creature of legend. Subplots: At least one of the Order knew of this creature and intentionally antagonised it. Resolution: As the creature attacks, the Doctor, his friends and several members of the Order are trapped far below the glacier… Fun Stuff: Underwater hijinks.
Children of the Sea Hook: As the creature in Holy Diver attacks, it becomes clear that the Order are searching for a specific dead culture and a specific weapon. Problem: The TARDIS and freedom are nearly three miles above. Complications: All that stands between the Doctor and escape is an ancient hate-filled creature. Subplots: The Order make demands about the Time Lord’s knowledge of other dead cultures. Resolution: Escape. Fun Stuff: Who do you trust more: the giant killing machine or the Order of Martyr’s Tears?
The Eyes Hook: There exists a cinema where one can view anything on screen. Anything that has ever happened, will ever happen or has never happened. Problem: The cinema forces the Doctor and his companions to relive some of their worst memories for the pleasure and entertainment of others. Complications: If people walk out of the cinema, the “entertainment” is punished; the memories become stronger. Subplots: There are people in the audience taking notes… Resolution: The Doctor and his companions escape. Fun Stuff: Becoming a film star.
Walk Away Hook: The TARDIS is brought to land with a bump. Upon opening the doors, the Doctor faces his old friends in the Order of the Martyr’s Tears. Problem: The TARDIS has been shot on a harvesting platform within a nebula. At the centre of the nebula, accessible only with a TARDIS is a nursery. The nursery, since the dawn of time, has been used to grow new TARDISes; when the Time Lords were destroyed, there was nobody left to reach them. Complications: Nobody, that is, except the one Time Lord left. The Order of the Martyr’s Tears want his TARDIS to prevent others getting to the nursery. Subplots: The TARDIS itself calls to the nursery; the nebula becomes a buzz of activity. Resolution: The Order chase the Doctor and his friends throughout the platform. Fun Stuff: Who knew TARDISes were grown?
Die Young Hook: Following on from Walk Away, the Doctor must prevent the Order of Martyr’s Tears from getting their hands on his or any other TARDIS. Problem: To stop them, only one real solution presents itself. The nursery must be destroyed. Complications: Aside from being unwilling to do this, the Doctor and his friends will not be able to survive the energy released from so many TARDISes being destroyed. Subplots: The TARDIS agrees with her Doctor – he could harness the energy wave. But it will kill him. Resolution: The TARDIS helps her passengers to escape the exploding nursery. Fun Stuff: The episode ends with a regeneration.
Special III Lonely is the Word Hook: The Doctor has parted company from his friends. As he lands elsewhere, coming to terms with his new self, two other TARDISes appear. Two younger incarnations of himself step out, equally confused. Problem: The TARDIS has called the three Doctors together to help move the TARDIS nursery from Walk Away and Die Young. Complications: At the time the TARDIS has arranged for the three Doctors to assemble, the nursery is being used by the Time Lords. Subplots: The Time Lords are curious why they have never encountered the latest incarnation of the Doctor. Resolution: The TARDISes are moved successfully, preventing their destruction in the future. Fun Stuff: Three Doctors!
And that's us. I feel the last series sort of got away from me a bit, but overall, I'm happy with the results. Let me know what you think of the finished piece.
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misterharry
Dominus Tempus
Dalek Caan's Lovechild
Posts: 3,251
Favourite Doctors: Second, Third, Fourth, Eleventh, Thirteenth
Traits: Empathic, Face in the Crowd, Insatiable Curiosity, Stubborn, Phobia (Heights), Unadventurous
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Post by misterharry on Aug 8, 2012 7:38:32 GMT
I'd been waiting until you'd posted all 36 episodes before commenting. This is impressive stuff - a campaign based on these would be great fun. You've earned some Karma.
I particularly like the links between some of the episodes. Favourite part? Starstruck! I can see this being a hilarious satire on Who fandom.
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Post by Kammerice on Aug 8, 2012 18:23:39 GMT
Thanks! It's always great fun doing these, especially when story arcs leap out at you. Looking back over it, I think I'm most happy with the Neon Knights or Neverwhere. That or In Dreams...the notion tgat the TARDIS can land inside someone's mind really appeals to me. All I need to do now is find some players.
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