Post by sutekh on Jan 5, 2010 1:47:08 GMT
The 2005 version of Doctor who introduced the concept of an over-arching story arc for each season, leading up to a big finale. The show had flirted with the concept previously, notably in the Key to Time episodes. The Dalek Masterplan might also be regarded as an early attempt at developing a coherent season arc - the story was long but fairly diffuse! Likewise, it is possible to see the classic series groping towards a season arc in stories such as Frontier in Space and Planet of the Daleks - or even in Logopolis and Castrovalva.
However, the use of this trope has become fairly explicit in the post-revival 'New Who' series and seems to follow a consistent set of rules. As noted over at TV Tropes, the story arc is prefigured by the use of arc words - a phrase that turns out to have great significance in the finale. See the discussion on TV Tropes here:
tvtropes.org/pmwiki/pmwiki.php/Main/ArcWords
Examples include 'Bad Wolf', and 'Vote Saxon', and 'He will knock four times'.
Here are a few general thoughts on how to use this device in your Doctor Who campaign:
Has anybody got any other ideas about how to build season arcs into a Doctor Who campaign?
However, the use of this trope has become fairly explicit in the post-revival 'New Who' series and seems to follow a consistent set of rules. As noted over at TV Tropes, the story arc is prefigured by the use of arc words - a phrase that turns out to have great significance in the finale. See the discussion on TV Tropes here:
tvtropes.org/pmwiki/pmwiki.php/Main/ArcWords
Examples include 'Bad Wolf', and 'Vote Saxon', and 'He will knock four times'.
Here are a few general thoughts on how to use this device in your Doctor Who campaign:
- Develop your Doctor Who campaign in distinct 'seasons' and let the players know that you are doing this in advance. It's important to manage the expectations of the players from the outset. Let them know that you've got something big planned for the season finale from episode one so that they start looking forward to it. There is no hard-and-fast rule as to how many adventures should be in a season, but 10-14 is probably about right. If your gaming group doesn't meet often, I'd recommend dropping the number of individual 'episodes' in a season to 8-9 so that you maintain a sense of progress towards the finale...
- Develop the final adventure for the season first. This ensures that you have a clear idea of where you want the season arc to end. It also ensures that any arc words or other plot elements that you use to foreshadow the season finale blend seamlessly with the adventure itself. Plus, it's always a good idea to develop the season finale while you are still full of energy and enthusiasm. For this reason, it may even be a good idea to write the climax of the final adventure first - although it is good practice to provide two or three possible resolutions to the final challenge so that the players don't feel that you are railroading them along a predetermined plot.
- Decide what your arc words will be and what their relationship to the season finale will be. You need to be careful when choosing appropriate arc words - you don't want to give too much information about the final adventure away. Also, you want to choose arc words that will gain significance with the benefit of hindsight. Consider the way that 'He will knock four times' was used in the End of Time as an example.
- Try to think of six or seven places in the season where you can reveal the arc words to the players. Don't draw any attention to them during the course of play - the idea is to mention them in passing without special emphasis. The players should gradually pick up on the importance of the arc words through repetition and reinforcement. Try to avoid being too heavy-handed - you want the players to be intrigued by the arc words, but not to feels as though you are herding them in a particular direction...
- Unlike the characters in the TV show, the players are likely to try and work out the significance of the arc words as early as possible in the season. This is one way that designing an RPG campaign arc differs from being the script editor on a television show - you have to be ready for the possibility that the players won't stick to the script that you have provided. If characters see 'Vote Saxon' signs everywhere, they may attempt to confront Harold Saxon early in the season - spoiling the revelation that he is actually the Master. For this reason, it is advisable to ensure that the arc words don't assume any special meaning until an appropriate point in the story. The use of 'He will knock four times' in the 2009 specials is a good example of this. One approach might be to introduce arc words that don't make a great deal of sense until a critical piece of information is revealed by the GM - this ensures that players can't easily spoil the surprise. Another approach might be to reward characters who play along with the conventions established by the television show with a story point or two - if the characters don't investigate Harold Saxon until after the big reveal, they should be rewarded for respecting genre conventions...
- You might also like to develop two or three additional clues that you can scatter through the earlier adventures in the season. These can be used to plant ideas about how the characters should proceed at critical points in the season finale - for example, the disappearance of the bees from Earth gives the Doctor a hint about a possible avenue of investigation when he reaches the Shadow Proclamation. A clever GM can use this technique to gloss over difficult plot points in the season finale, providing hints about which course of action the characters should take at a moment when they might hit a brick wall. The trick here is to use a light touch to ensure that the characters experience a sense of achievement when the significance of the clue is finally revealed. You also want to ensure that the characters can't use the clue in any way until the appropriate time - for example, investigating the disappearance of the bees is fairly pointless until the Earth is stolen, at which point it becomes a critical clue. On the other hand, the hints that are dropped about missing planets would be dangerous to use in an RPG - there is always the risk that the characters might unravel the Dalek plot prematurely.
- It may seem counter-intuitive, but one of the most important things to keep in mind when designing a season arc is to respect player choices. In particular, be prepared to let the characters set the pace of the journey towards the finale. Accept the notion that the end of the plot arc may occur sooner or later than you anticipated. Respect the flow of the story and allow the climax to occur naturally, even if it falls at a strange place in a game session. Even if it means a shorter session than intended, don't throw in additional plot complications to drag out the season finale - you want the season's arc to wrap up as neatly as possible. Beware of the temptation to pad out the build-up to the final confrontation - this is almost as bad as the temptation to railroad the characters along a predetermined plot.
Has anybody got any other ideas about how to build season arcs into a Doctor Who campaign?