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Post by kaemaril on Nov 29, 2009 14:42:49 GMT
edit : btw, mods, I'm happy to keep 'chatting' here, but if you want it moved elsewhere feel free. Well ... not that you wouldn't already but ... you know By all means continue...lol. So, is there a list of benchmarks included so we stat characters on a compare-as-you-go chart? Not that I've noticed so far, but I've been too impatient to start reading from page 1 onward. I've been skimming stuff and laughing manically at random intervals However, you could probably get a rough estimate from the supplied character sheets, which are: The Doctor Captain Jack Harkness Martha Jones K9 Donna Noble Mickey Smith Sarah Jane Smith Rose Tyler (Medical Doctor) (Torchwood Operative) (UNIT Soldier) (Student) (Musician) (Scientist/Inventor) (Journalist)
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Post by kaemaril on Nov 29, 2009 14:44:35 GMT
Thanks - just the screen, no booklet (at least in the one I got, it wasn't shrink-wrapped). I'm pretty sure this question was raised on the old C7 boards as well and the answer was "just a screen". Yes, but but I have the memory of a ... oh, what is it? Yellowy colour, does a lot of swimming?
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Post by kaemaril on Nov 29, 2009 14:51:04 GMT
Thanks - just the screen, no booklet (at least in the one I got, it wasn't shrink-wrapped). Are all the charts rule based, or is there anything story/plot based? Like, for example, a random techno-babble chart? The Doctor: What this? This is a (roll) timey (roll) wimey ... (roll) thing ... that goes (roll) Bing! When there's (roll) stuff!
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Post by Escher on Nov 29, 2009 15:10:53 GMT
What adversaries are included?
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Post by kaemaril on Nov 29, 2009 15:29:07 GMT
What adversaries are included? The two books (the 'Adventures book' is more of a book let) don't have indexes, but they do have fairly good contents on the back of the book which makes for easy reference. Chapter 5 of the GM guide is 'ALL THE STRANGE, STRANGE CREATURES', and the contents lists: - Autons (The Nestenes)
- Carrionites
- Catkind
- Clockwork Droids
- Cybermen
- Daleks
- Judoon
- Krillitane
- Ood
- Roboforms
- Slitheen
- Sontarans
- Sycorax
- Toclafane
Plus a section on aliens as PCs. Generally it recommends against playing 'good' versions of bad races (e.g. Dalek Sek, Cyber-Yvonne Hartman) pointing out that, in Doctor Who, they don't tend to last very long Alas, no Davros or Master. Or, for that Matter, Family of Blood or Weeping Angels. Hey, I guess they needed something for the first supplement
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Post by Escher on Nov 29, 2009 15:33:37 GMT
Excellent.
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Trevellian
2nd Incarnation
The Sound of Drums
Posts: 30
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Post by Trevellian on Nov 29, 2009 16:01:50 GMT
Okay, quick rundown on the screen:
Four panels, nice and thick (2-3 mil hardboard), nicely finished.
As you look at it from the front, panel features the daleks, Sontarans, the Doctor and the Tardis.
Inside panels (L-R):
Panel 1
The Basic Rule: Attribute + Skill (+Trait) + two Sic Sided Dice = Result (try to match or beat the difficulty of the task
Difficulty Chart with Examples
How Well did you Do chart (Fantastic - Yes, And... to Disastrous - No, and)
Panel 2
Story Point Success Ladder
Conflict; Complications
Extended COnflict Summary
Random Hit Location Table
Conflict: Which Attribuutes and Skills to Use
Marksman Damage Table
Panel 3
Cover Table
Effects of Damaged Attributes
Chase Summary
Modifier for Terrain
Panel 4
Technology Levels
Dramatic Events: Spending of Gaining Story Points
Attributes
Useful Gamemaster's Guide Page References
Let me know if you'd like more info on any of those particular tables!
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Post by Escher on Nov 29, 2009 16:59:50 GMT
Let me know if you'd like more info on any of those particular tables! Lol! That's a dangerous offer!
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Post by doctorflea on Nov 29, 2009 17:11:47 GMT
The two books (the 'Adventures book' is more of a book let) don't have indexes, but they do have fairly good contents on the back of the book which makes for easy reference. Avoiding any spoilers, what's the adventure like? Is it generic or does it presume your players are The Doctor plus 'x' companions? Does it start with a TARDIS arriving somewhere, for instance, or can it be played by, say, a team of UNIT soldiers or Torchwood operatives?
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Trevellian
2nd Incarnation
The Sound of Drums
Posts: 30
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Post by Trevellian on Nov 29, 2009 17:29:22 GMT
The two books (the 'Adventures book' is more of a book let) don't have indexes The table on the GM's screen "Useful Gamemaster's Guide Page References" might help a little in play - I thought that was a neat addition that I've not seen on other shields (though it's been some time since I bought one for a game as I don't tend to use them).
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Post by kaemaril on Nov 29, 2009 18:16:02 GMT
Avoiding any spoilers, what's the adventure like? Is it generic or does it presume your players are The Doctor plus 'x' companions? Does it start with a TARDIS arriving somewhere, for instance, or can it be played by, say, a team of UNIT soldiers or Torchwood operatives? I've not had a look at the adventure book, save to note it's not a book in the same way as the other two (thick, glossy covered) books are. Quick skim: 32 pages. Two adventures: Arrowdown : 'This cool story is set on Earth and can be played with the Doctor and Companions, or just normal investigators, looking into the strange goings on in a seaside town in (sic) the Yorkshire coast. Just what is going on at the fun fair? Why are the boats in the harbour a little strange? What is going on at Monroe's and just what is that tolling bell?' - twelve pages. Judoom! : 'This shorter adventure is initially designed for the Doctor and Martha, though it can be played with any combination of characters with access to a ship. The characters find themselves aboard a Judoon ship in trouble, and the characters must help.' - 6 page. The remaining pages are filled with story seeds, each with a few descriptive paragraphs, some suggested antagonists and action scenes, problems, and how the adventure may be continued/expanded upon. There are about 23 of them, with three of them tied together into a little mini trilogy.
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Post by The Handyman on Nov 29, 2009 18:17:01 GMT
I would like to ask how skills are done..just basic skills or are there rules for specialities?
Allen
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Post by doctorflea on Nov 29, 2009 18:21:13 GMT
Two adventures: Arrowdown : 'This cool story is set on Earth and can be played with the Doctor and Companions, or just normal investigators, looking into the strange goings on in a seaside town in (sic) the Yorkshire coast. Just what is going on at the fun fair? Why are the boats in the harbour a little strange? What is going on at Monroe's and just what is that tolling bell?' - twelve pages. Judoom! : 'This shorter adventure is initially designed for the Doctor and Martha, though it can be played with any combination of characters with access to a ship. The characters find themselves aboard a Judoon ship in trouble, and the characters must help.' - 6 page. Thanks again. Good to know the adventure is "cool" or my hip players may not have been down with it ( or something) Can't go wrong with a freaky fun fair though!
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Post by kaemaril on Nov 29, 2009 18:28:23 GMT
I would like to ask how skills are done..just basic skills or are there rules for specialities? Allen Specialities are covered by an optional 'area of expertise' rule (sidebar on pg. 43 of the Player's Guide) If you have a rating of 3 or more in the skill you can purchase one or more areas of expertise. Each area costs 1 point and gives you a +2 bonus to your roll if appropriate. Each area of expertise must be purchased seperately. The description of each skill gives you some suggestions/examples. For example, the description for Science suggests Mathematics, Physics, Chemistry, Biology, Quantum Physics, and Astrophysics.
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Post by thewatcher on Nov 29, 2009 21:16:08 GMT
Hi guys, first post. Have my copy of the game on order and eager to learn more about it. So I was wondering Kaemaril if you could shed some light on a couple of things. Firstly in regards to story tokens are there different types for different purposes or just one standard type? Also does Tech level directly effect how you use skills; for example, if someone has a good vehicle skill but low tech level can they ride a horse really well but wouldn't understand what a car is?
Thanks
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Post by Escher on Nov 29, 2009 23:14:19 GMT
Are the parts on creating aliens/monsters/gadgets really nifty? Mental abilities? etc....
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Post by kaemaril on Nov 29, 2009 23:32:14 GMT
Hi guys, first post. Have my copy of the game on order and eager to learn more about it. So I was wondering Kaemaril if you could shed some light on a couple of things. Firstly in regards to story tokens are there different types for different purposes or just one standard type? Also does Tech level directly effect how you use skills; for example, if someone has a good vehicle skill but low tech level can they ride a horse really well but wouldn't understand what a car is? Thanks Hello. There's only one type of story point. Tech levels act as modifiers to rolls every time you attempt to use a piece of technology outside your tech level (modern Earth is tech level 5). For every tech level above your own the tech is, you get a -2 penalty. For every tech level below your own the tech is, you get a -1 penalty. One of the examples is Donna trying to move the TARDIS. Donna is tech level 5 (modern Earth) whereas the TARDIS is tech level 10, so there's a -10 penalty for Donna. Although the book says 'use' I assume it shouldn't be a problem to apply the same modifiers to rolls to try to figure out what it is, reverse-engineer it, or just maybe even recognise it as something (-10 to identifying it as a hair-dryer and not a weapon, for example)
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Post by Null and Void on Nov 29, 2009 23:58:08 GMT
I'd like to make a motion to move this discussion into the Rules section of the forums. Its fascinating, and its making me want to play it even more, but its not a logical place for someone looking for a rule preview to look for it.
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Post by kaemaril on Nov 30, 2009 0:10:06 GMT
Are the parts on creating aliens/monsters/gadgets really nifty? Mental abilities? etc.... Gimme a chance! I've been busy, so I'm still only skimming stuff Aliens/Monsters: No rules for creating your own aliens per se that I can see on my skim through. The intro to chapter five of the GM guide says they're coming (presumably in the first supplement) but it shouldn't be too hard, using the quite large section on Alien Traits and creating alien PCs to quickly knock up an alien, or alien race, as an adversary. Gadgets are different from bog standard equipment (screw driver, torch, 10' pole ) in that they're something special, like a sonic screwdriver or psychic paper. Gadgets are really just containers for traits (and story points), and there are indeed rules for creating them, both at character creation and during play. They're categorized (Minor, Major, Special) - the category tells you how many traits a gadget can have. It's possible to add more traits by taking a bad trait. There's a section (beginning page 69 of GM guide) with gadget traits. For an example: Superphone (Minor Gadget) Traits : Restriction (only communicates with home time period), Transmit Story Points: 1
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Post by kaemaril on Nov 30, 2009 0:11:39 GMT
I'd like to make a motion to move this discussion into the Rules section of the forums. Its fascinating, and its making me want to play it even more, but its not a logical place for someone looking for a rule preview to look for it. I'm cool with that if the mods are happy. You might want to put something in the suggestions forum, if you haven't already
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Post by thewatcher on Nov 30, 2009 0:46:46 GMT
Hello. There's only one type of story point. Thanks for that. I think the story tokens are an interesting idea but the current fad of new RPGs over using components had got me a bit worried. Anyway, sorry for railroading the thread there.
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Post by kaemaril on Nov 30, 2009 1:20:31 GMT
Hello. There's only one type of story point. Thanks for that. I think the story tokens are an interesting idea but the current fad of new RPGs over using components had got me a bit worried. Anyway, sorry for railroading the thread there. No worries. As to components, although there's nothing stopping you using poker chips or something, the game comes with an entire page worth of little hexagonal cardboard story point tokens. I've not even tried to count them, but I reckon there must be a hundred if not more, possibly closer to 200. Actually, while I'm on the subject: Components in the box: - Six transparent d6 with 'TARDIS blue' pips. No special symbol on the 6 (e.g. TARDIS) as that (according to the nice chap on the C7 stall, Dom I think) would have added about a fiver to the price.
- 'Read This First' - 4 pages.
- The Player's Guide - 88 pages (incl. charsheet and back)
- The Gamemaster's Guide - 142 pages (incl. back)
- Adventures Book - 32 pages
- Pre-filled character sheets (which I've already covered)
- 7 blank character sheets
- Gadget cards for psychic paper, sonic screw driver, 51st century squareness gun, engineer's mate, electronic lockpick, engram eraser
- 6 blank gadget cards
- Sheet of pre-punched hexagonal storypoint tokens. Somewhere around 200 I reckon, but there's no way I'm counting 'em
- Further Adventures in Time and Space leaflet - gives details (brief blurb, catalog number, ISBN) of Gamemaster's Screen and Aliens and Creatures supplement, plus: 'Ask for more detail on future products at the place you bought Doctor Who: Adventures in Time and Space, or visit our website: www.cubicle7.co.uk'
The box itself is a little folder/tray type thing, where the top folds over the tray/shallow folder below and then there's like a little edge on the right which folds into the box to keep the top securely on, rather than the traditional deep RPG box of old where the lid was on so tight you often had to shake it a couple of times to get it free The rear of the box is more or less plain, with spot illustrations of Davros, the TARDIS, and the Doctor and Donna Noble. The bottom paragraph describes the game as being suitable for newbies and experienced gamers alike and states 'The game is suitable for two or more players aged 10 to 900+' Personally, I think it's well worth the price!
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Post by The Handyman on Nov 30, 2009 1:40:19 GMT
I would like to ask how skills are done..just basic skills or are there rules for specialities? Allen Specialities are covered by an optional 'area of expertise' rule (sidebar on pg. 43 of the Player's Guide) If you have a rating of 3 or more in the skill you can purchase one or more areas of expertise. Each area costs 1 point and gives you a +2 bonus to your roll if appropriate. Each area of expertise must be purchased seperately. The description of each skill gives you some suggestions/examples. For example, the description for Science suggests Mathematics, Physics, Chemistry, Biology, Quantum Physics, and Astrophysics. Excellent! Thank you! Allen
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Post by doctorflea on Nov 30, 2009 9:36:20 GMT
Kaemaril, I'd just like to second the thanks you've been getting from elsewhere on the forum for this info and remind people they can show their thanks by "clicking" the Exalt tag under Kaemaril's name
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Post by doctorflea on Nov 30, 2009 10:49:45 GMT
This is where the success level comes in with the Yes and, Yes, Yes but, No but, No, and No but levels come in. If you roll very well you can alleviate some of the damage or even render a lethal result less lethal. Another question (sorry ): Is there some way of calculating success levels after you've rolled the dice, rather than having to "go to the tables" for every action? (e.g. is it like Savage Worlds' raises or Unisystem successes - ie. a fixed number/step above the target number for each level?)
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Rassilon
Administrator
Grand Administrator
Posts: 751
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Post by Rassilon on Nov 30, 2009 11:12:12 GMT
Thread moved to The Game: General since it covers more than just rules.
-Admin
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Trevellian
2nd Incarnation
The Sound of Drums
Posts: 30
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Post by Trevellian on Nov 30, 2009 13:07:55 GMT
Another question (sorry ): Is there some way of calculating success levels after you've rolled the dice, rather than having to "go to the tables" for every action? (e.g. is it like Savage Worlds' raises or Unisystem successes - ie. a fixed number/step above the target number for each level?) According to the table in my GM's screen, it's every +/- 3 from the target number: Above 9+ Fantastic (Yes - and) 4-8 Good (Yes) 0-3 Success (Yes - but) Below 1-3 Failure (No - but) 4-8 Bad (No) 9+ Disastrous (No - and)
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Post by kaemaril on Nov 30, 2009 13:20:43 GMT
Is there some way of calculating success levels after you've rolled the dice, rather than having to "go to the tables" for every action? (e.g. is it like Savage Worlds' raises or Unisystem successes - ie. a fixed number/step above the target number for each level?) What Trev. says, pretty much The basic rule is: ATTRIBUTE + SKILL (+TRAIT) + 2D6 = RESULT And you try to beat the target Difficulty. If you match it or beat it then you succeed, otherwise you fail. (The example I'll use is a PC is trying to escape from a TOP SECRET UNIT base, and is being pursued by some UNIT soldiers (it's all a big misunderstanding) when screeches to a halt as he comes to a checkpoint manned by a soldier. He tries to bluff his way through by claiming to be a top rocket scientist ... No, it's not in the book ) If you beat the difficulty and the difference is ... 0-3 Success (Yes, but) = you succeed but only just. The GM can add a minor complication or problem. The guard says to the impatient PC 'Sorry, sir. Looks like you've lost your badge, can't let you through without it. Tell you what ... could you wait a minute or two while I print you a replacement?' 4-8 Good (Yes) = you've accomplished whatever you wanted to do. The guard lets you through. Hey, you look like a trustworthy boffin to him ... 9+ Fantastic (Yes and) = Not only do you succeed but you do it so well that something extra happens (the GM and you agree on what that is) The guard waves you right through, and looks shocked when you tell him that there are some shape-changers pursuiing you dressed as UNIT soldiers. He'll arrest them as soon as he sees them! Conversely, if you fail and the difference is ... 0-3 Failure (No but) = You don't achieve what you set out to do, but it's not that bad. You might gain a little something out of it. 'Sorry, sir, I'm going to have to ask you to leave the building,' says the guard, showing you the quickest way out on a map 4-8 Bad (No) = Basic failure. You don't achieve what you set out to do, but nothing else bad happens. 'Nobody gets through without a pass, sir, you know the rules,' says the guard. 'Now please clear the area. We've got a rogue PC in the building I've got to keep an eye out for ...' 9+ Disastrous (No, and) = You fail so badly that something else bad happens as well. 'You don't look like Professor Smith,' says the guard pointing his rifle at you, 'You're under arrest by authority of UNIT. Don't move, or I'll shoot!'So, it's basically 0-3, 4-8, 9+ In the demo game I played the levels were printed on the sheet, but the normal character sheets don't have this little chart. I expect it'll become second nature quite quickly, though.
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Post by doctorflea on Nov 30, 2009 13:37:23 GMT
Thank you - that's really cleared up another minor concern I had about the game (I tend to judge games according to the least amount you have to look up during a game). This sounds almost identical to the systems in Savage Worlds & Cinematic Unisystem, which should make it very easy to explain/digest!
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redwulf25ci
2nd Incarnation
The Oncoming Chaos
Posts: 23
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Post by redwulf25ci on Nov 30, 2009 17:15:42 GMT
What adversaries are included? The two books (the 'Adventures book' is more of a book let) don't have indexes, but they do have fairly good contents on the back of the book which makes for easy reference. Chapter 5 of the GM guide is 'ALL THE STRANGE, STRANGE CREATURES', and the contents lists: - Autons (The Nestenes)
- Carrionites
- Catkind
- Clockwork Droids
- Cybermen
- Daleks
- Judoon
- Krillitane
- Ood
- Roboforms
[/b] [/li][li]Slitheen [/li][li]Sontarans [/li][li]Sycorax [/li][li]Toclafane [/li][/ul][/quote] I assume that the bold refers to robots in general such as K9 or Gadget? I can find no reference to Roboform as a type of alien monster or villain in the whoniverse on wikipedia.
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