Post by sutekh on Jan 2, 2010 6:41:37 GMT
I'm interested in developing a 'base under seige' adventure of the type that dominated the Troughton era and was wondering if anybody has any ideas on how to run this type of story. At the moment, I'm trying to work what makes this type of classic Doctor Who plot archetype tick...
The basic premise is to run an adventure set in an isolated location that is under threat from a malevolent alien force. The location where the adventure takes place should be enclosed and self-contained. This helps to impose a sense of claustrophobia and impending menace.
This formula was used to great effect in a number of early Doctor Who stories - notably the Tenth Planet, The Moonbase, Wheel in Space, The Ice Warriors, Fury From the Deep, et al. The basic formula was revived with stories such as Ark in Space, Revenge of the Cybermen, Warriors of the Deep et al. Curiously, the new series has not really used this archetypal Doctor Who plot structure - possibly because the hour-long episode format does not lend itself as well to the slow build of tension required for an effective story of this type. The closest that they have come so far is probably Waters of Mars, with mixed success. The 'base under seige' formula seems to demand development of the incidental characters in order to build the audience's sympathy with their plight. A single hour-long episode simply doesn't provide enough space to do this effectively. However, I'm fairly certain that this approach will work well in an RPG.
Some of the settings that the classic Doctor Who television story have used for this type of story include:
There seem to be a couple of plot elements that often feature in this type of story:
I'm wondering if I've missed any tropes that should be included in an adventure of this nature?
The basic premise is to run an adventure set in an isolated location that is under threat from a malevolent alien force. The location where the adventure takes place should be enclosed and self-contained. This helps to impose a sense of claustrophobia and impending menace.
This formula was used to great effect in a number of early Doctor Who stories - notably the Tenth Planet, The Moonbase, Wheel in Space, The Ice Warriors, Fury From the Deep, et al. The basic formula was revived with stories such as Ark in Space, Revenge of the Cybermen, Warriors of the Deep et al. Curiously, the new series has not really used this archetypal Doctor Who plot structure - possibly because the hour-long episode format does not lend itself as well to the slow build of tension required for an effective story of this type. The closest that they have come so far is probably Waters of Mars, with mixed success. The 'base under seige' formula seems to demand development of the incidental characters in order to build the audience's sympathy with their plight. A single hour-long episode simply doesn't provide enough space to do this effectively. However, I'm fairly certain that this approach will work well in an RPG.
Some of the settings that the classic Doctor Who television story have used for this type of story include:
- An antarctic base (The Tenth Planet and arguably the first episode of Seeds of Doom)
- A lunar colony (The Moonbase)
- A space station (Wheel in Space, Ark in Space, Revenge of the Cybermen).
- An oil refinery that services offshore drilling rigs located in the North Sea (Fury From the Deep)
- A doomed archaeological expedition on a frontier planet (Tomb of the Cybermen).
- An underwater base (Warriors of the Deep)
There seem to be a couple of plot elements that often feature in this type of story:
- The presence of the alien menace is not obvious at first and is forshadowed either by sabotage (eg Ark in Space), or a mysterious outbreak of disease that places the base under quarantine (The Moonbase, Revenge of the Cybermen).
- The Doctor and his companions are seperated from the TARDIS early in the story and it remains inaccessible until the final scene, ensuring that the protagonists have no easy means of escape from their predicament.
- The Doctor and his companions are initially treated with great suspicion by the inhabitants of the isolated base, who hold them responsible for the crisis until they demonstrate their intention to help fight the alien menace.
- The option of evacuating the base is briefly discussed but dismissed as either impractical or impossible.
- At some point, the invaders jam the base's communications - preventing the inhabitants from summoning help. If the base has a TRANSMAT device, it is either sabotaged or rendered inoperable.
- One of the humans in the base is either in league with the invaders or is under their mental influence. The insidious presence of an enemy within helps to drive the plot forward. See Klieg and Kaftan in Tomb of the Cybermen or Professor Kellman in Revenge of the Cybermen
- In most of these stories, the alien invaders want something located at the base that will give them a overwhelming strategic advantage of some kind. For example, in The Moonbase the cybermen want control of the Gravitron. In the Seeds of Death, the Ice Warriors want control of the TRANSMAT network. In Warriors from the Deep the Silurians and Sea Devils intend to use the missiles in the Sea Base 4 to trigger a nuclear war.
- Alternatively, the inhabitants of the base may inadvertantly awaken an ancient evil that threatens them. This approach is used in The Ice Warriors, Tomb of the Cybermen, and the first episode of the fourth doctor story The Seeds of Doom[/].
- Sometimes this type of story features a game of 'ten little indians' where minor characters are slowly picked off one by one in order to heighten tension. The most extreme example of this is in Warriors of the Deep where the Doctor and his companions are the only survivors.
- Often one of the incidental characters sacrifices himself to end the alien threat or to buy the Doctor the time that he needs to counter the alien threat.
I'm wondering if I've missed any tropes that should be included in an adventure of this nature?