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Post by blackrook on Sept 26, 2013 21:04:23 GMT
I've just started a DWAITAS campaign in a universe where the Time War hasn't happened. So now I've got three Time Lords in the party, including the 10th version of the Doctor.
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Post by Marnal on Sept 26, 2013 21:29:11 GMT
Sounds cool. What's the problem?
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faure
2nd Incarnation
Posts: 15
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Post by faure on Sept 26, 2013 22:46:52 GMT
Should have lots of opportunities given no Time War! Celestial Time Agents sent to track down the Master or the Meddling Monk; old school rivalries flaring up; discovery of the Daleks or others planning to conquer all of time; and why do aliens seem to be infiltrating Earth?
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Post by cigarman on Sept 26, 2013 22:51:08 GMT
I do not see a problem here. Please explain.
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Post by blackrook on Sept 27, 2013 1:21:57 GMT
There really isn't a problem, I can design my adventures to accomodate three Time Lords, but it does show that the game has a problem -- everyone wants to be a Time Lord because the Time Lord is the center of attention.
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Post by chickenpaddy on Sept 27, 2013 3:47:05 GMT
Well, as GM, you have to power to say no. As I recall, Time Lord is a special trait. Special traits require GM permission to purchase. You don't have to give permission. What I usually do is set requirements at the start of my campaign that each player character has to meet. They aren't usually anything big. Usually it's something like, everybody has to be human, or from the 21st century, or maybe not even that. If you want to only have one or two Time Lords, you can certainly tell your party so. I can see how having multiple Time Lords would make a campaign hard to plan.
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Post by blackrook on Sept 27, 2013 4:05:42 GMT
I worked around it last time by saying all three got a distress message on their psychic paper. But I don't want to have to pull that kind of stunt every episode.
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Post by Stormcrow on Sept 27, 2013 17:05:47 GMT
I haven't found that the Time Lord is the center of attention. Humans have lots more story points.
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Post by ninjaconor on Sept 27, 2013 21:25:28 GMT
There really isn't a problem, I can design my adventures to accomodate three Time Lords, but it does show that the game has a problem -- everyone wants to be a Time Lord because the Time Lord is the center of attention. As the GM you get to decide how much attention each player gets. Remember, playing a Time-Lord doesn't mean playing The Doctor or anything like him. I always try to balance it so each player-character gets roughly the same amount of focus. If a player dominates one session I'll make sure the next one is balanced against them. Similarly, if someone has been quiet I might throw a few plot points into the next game that are specific to their character.
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Post by Marnal on Sept 27, 2013 22:21:35 GMT
Its not the game that that's the problem, its the show. These days the show makes the Doctor into some sort of god. Who wouldn't want that?
That said 99.99% of all Time Lords are stuffy, racist, cowardly, old men, who believe it is morally wrong to help the lesser species in any way. Most players REALLY want to play something like the Doctor, which is nothing like a Time Lord. So ask them, are they really after the intelligence and personality or the stuffy, dusty, arrogant, isolationist who can regenerate?
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Post by doctorrules on Oct 8, 2013 19:06:55 GMT
I understand your pain. When playing the Wizards of the Coast Star Wars RPG, everyone wanted to be a jedi.
Eventually I had to tell some people no, which was a bad idea because that game is completely unbalanced.
Anyway, you have lots of options for story potentials. I recommend coming up with some potential scenarios and playing things a little more loosely as a GM. Remember, all of time and space is at the finger tips. Ask them "where do you want to go?" They may want to visit historical moments, or the future, or alternate realities. No reason not to make that happen. Get feedback.
But you can then throw them for a loop. Their Tardis acts up or they get knocked out of the vortex. Not everytime, but certainly sometimes. Remember the 11th Doctor's exchange with Idris/Tardis. Doctor:"You didn't always take me where I wanted to go" Tardis: "No, but I always took you where you needed to go."
Also, with 3 time lords, you're free to be really mean to the group and actually kill them from time to time. Cause they regenerate!
And finally, make a human NPC!
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Post by ubermutant on Oct 25, 2013 19:33:10 GMT
Timelords....center of attention? Only if you let them. First I should say I would never let anyone play as the actual Doctor.... but that's just me. We had two Timelords on our campaign, Quew was an engineer, inventor, boffin and absent minded collector of doomsday devices including that highly illegal Tissue Compression Eliminator in his back pocket. Smiley on the other hand was a dark, mysterious and somewhat creepy fellow with a shady past. Timelords are cool, what is the problem? Don't be put off or think you have to change the game, just roll with the punches and let them have fun. That is why we play
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Post by Corone on Oct 26, 2013 13:13:22 GMT
I'd say the same. The problem isn't having too many Time Lords, its one person playing a far more advanced character, that being the Doctor. I'd also offer that the height of the Tom Baker era was 2 Time Lords, the Doctor and Romana. You may want to rewatch a couple of those stories to help figure the right dynamic. Generally, the rules balance Time Lords out rather well. I think you'd have a bigger problem if everyone wanted to play K-9 as the dog is a mobile deus ex machina! (the Doctor might rarely pick up a gun, but he didn't hesitate to send in K-9)
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