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Post by zebaroth on Oct 2, 2012 23:56:56 GMT
andventures inside the tardis am wanting to run a game. but am a1st time gm and want to keep it simple. was thinking that by having it take place in the tardis would keep it simple. what do you all think
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Post by cliffordjones on Oct 3, 2012 2:06:22 GMT
I dunno. What are you thinking would be the advantage to keeping the adventure inside the TARDIS? If you want to 'contain' the game within a smaller, more manageable 'closed' environment it might not be the best choice as the interior of the TARDIS is frikkin' huge. It might be better to use some other 'classic' isolated location eg... A derelict space station/ship A remote research station in some hostile environment eg desert, arctic etc. A big spooky house on a hill isolated by a freak storm ("the bridge is out...") Caves, tunnels, underground excavation Some weird pocket universe outside of normal space & time etc...
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Post by thethirdman on Oct 3, 2012 20:15:14 GMT
Agreed. I wanted to run a shorter game and so put it on a spaceship. I only had to worry about a limited number of NPCs and locations. The TARDIS was still there, but the players didn't even try to go back into it until they had finished the adventure. That is often how the show works.
If they leave before you were planning, then the adventure is over (you can try to convince them not to if their characters would not leave others in trouble e.g. the Doctor).
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korith
2nd Incarnation
Posts: 131
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Post by korith on Oct 5, 2012 19:14:42 GMT
Some things to consider when setting up an adventure:
1) What is the setting? (You've stated the TARDIS is the setting - are we focusing on the Control Room, or will other parts of the TARDIS be used?) 2) What makes the setting interesting? (Elaborate on these points when describing the setting. TARDIS settings tend to include: bigger on the inside, random stuff laying about, spaces folding in on themselves, time distortion, and really big powerful places that are critical to the story) 3) What sort of conflict will the characters be exposed to? (Them vs enemy, them vs nature, them vs each other, them vs time)? 4) What are the consequences of ignoring the conflict? (Death? Destruction of the human race? Allowing the innocent to suffer? Conversion into something alien and unpleasant? Hostages being killed? Being trapped forever? Etc) 5) What tools are available for resolving the conflict? (Find a way out, defeat the enemy by exploiting a weakness, use the sonic screwdriver, collect parts and put them together to solve the problem, make a new friend, discover that the enemy is not as it seems, run away really fast, etc)
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Post by zebaroth on Oct 6, 2012 16:45:21 GMT
Some things to consider when setting up an adventure: 1) What is the setting? (You've stated the TARDIS is the setting - are we focusing on the Control Room, or will other parts of the TARDIS be used?) 2) What makes the setting interesting? (Elaborate on these points when describing the setting. TARDIS settings tend to include: bigger on the inside, random stuff laying about, spaces folding in on themselves, time distortion, and really big powerful places that are critical to the story) 3) What sort of conflict will the characters be exposed to? (Them vs enemy, them vs nature, them vs each other, them vs time)? 4) What are the consequences of ignoring the conflict? (Death? Destruction of the human race? Allowing the innocent to suffer? Conversion into something alien and unpleasant? Hostages being killed? Being trapped forever? Etc) 5) What tools are available for resolving the conflict? (Find a way out, defeat the enemy by exploiting a weakness, use the sonic screwdriver, collect parts and put them together to solve the problem, make a new friend, discover that the enemy is not as it seems, run away really fast, etc) this is the plot an actident has fargment time and there are 3 timelines past presant furture and 3 tardisis and time holes tha led to the time perioeds the doctor cannot risk bumping in to himsilfe so it up the companions to go tourgh the tim holes and work with the past and furture Doctors to solve the problem
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