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Post by akishma on Jan 25, 2010 16:04:52 GMT
I love the the fact that there exists a new rpg based on DW but i do miss the time travel rules for making jumps from the old FASA version. I understand that the new version of the game is taliored down to bringing new people into the hobby of rpgs, but i do hope they include a more hard core version of options for those of us that enjoy that sort of thing.
Here is a list of difficulties for making the different kinds of jumps using the TARDIS
TIME/SPACE JUMP DIFFICULTY MODIFIERS
ACTION LEVEL MODIFIER FOR JUMP TYPE: Movement through space +1 Movement through time +1 Inter-dimensional movement +2 Micro-jump only +1 Jump pre-recorded and computer controlled -2 FOR DESTINATION: Gallifrey -2 Other well known destination -1 FOR OPERATOR: Distracted, rushed, or nervous +1 Impaired, ill or injured +2 Extra careful -1 FOR OTHER FACTORS: TARDIS in need of minor repair +1 TARDIS in need of major repair +2 to +5 TARDIS hampered by outside forces +1 to +3 Gamemaster discretion + to –2
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Post by allivingstone on Jan 25, 2010 18:53:33 GMT
i do hope they include a more hard core version of options for those of us that enjoy that sort of thing. I think you just did. I think that's part of the beauty of going for a rules-lite base for the game. Individual groups can easily modify it to suit their own preferences. Regardless of whether they agree with the specific numbers you suggest, these are the factors that a GM will probably have at the back of their mind anyway...when the element of chance adds drama to the story. So, I think you've just provided some handy tips for newer GMs...have some karma. The only observation I would make is that travelling to Gallifrey is unlikely to feature in a NuWho game, for reasons that doubtless belong in the Spoiler Zone of the forum. Welcome to the forum BTW.
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PathfinderAP
2nd Incarnation
Reason for Everything, Always a Way
Posts: 28
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Post by PathfinderAP on Jan 27, 2010 21:58:13 GMT
You should also have a modifier for
Being undermaned (A TRADIS really needs 6 Timelords to fly properly after all)
Being an old TARDIS/ High maintenance (Repaired, re-repaired and worn, like the Doctors old Type 40)
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Post by Stormcrow on Jan 31, 2010 5:31:57 GMT
Being undermaned (A TRADIS really needs 6 Timelords to fly properly after all) I think this has been overstated. He didn't have such rough rides until the new series. I always figured the six panels of the console were for six different general functions: navigation, environmental analysis, internal configuration, etc.
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Post by dvalkyrie74 on Mar 10, 2010 1:06:03 GMT
Why not give a bonus like the rules say for cooperation rolls.
If you have the other 5 timelords (or other knowledgeable personnel with Technology level penalties added as well), add +2 for each one present and perhaps another +1 or 2 if the console they are using is an AOE or other related skill level that matches it (IE Transport at the navigation console, technology at the Environmental console, etc.).
Yes the TARDIS has been rather jumpy and dramatic in the new series, but there have been episodes in the past, particularly in the 4th and 5th doctor seasons that the TARDIS would spin and roll.
An idea, Mark
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Post by lomythica on May 18, 2010 3:06:18 GMT
In the classic series, it seemed more of a situation where effects budgets limited the movable scope of the TARDIS movement and onscreen action.. you can only shake the camera so many times before that one trick gets old. I guess I never paid attention in the Classic series, but in the new one, as he travels, the Doctor is always walking around the console and fiddling with buttons and pulling levers. This makes me feel that instead of different general functions, they are more used in sync to pilot the ship. If it were designed for one person, then it should be a single console, not something you have to walk around in order to get to different things. With their advanced evolutions, the Time Lords should understand how to make ergonomic TARDIS controls
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Post by lomythica on May 18, 2010 3:07:14 GMT
oh, and btw, i really like the chart you made for tardis controls. I'm sure to use it, or a modified version in my campaign.
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Post by renegadetimelord on May 18, 2010 6:22:20 GMT
The Doctor has always fiddled with the controls and wandered around the console. And the habit of twiddling with controls... well, certainly pre-New Who. Didn't the Doctor do just that in the TV Movie?
In respect of modifiers - perhaps we need a +1 for Over Familiar. The Time Lord has a habit of driving the TARDIS like he knows best, going through a familiar routine that, over time, no longer follows the standard procedure for use and causes a degradation in control.
River Song showed the Doctor up for his Over Familiarity around the TARDIS brakes and the fact that he insisted on leaving them on - but, The Doctor obviously did it because he found the heaving grinding gasping sound of his poorly completed landings comforting.
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Post by lomythica on May 18, 2010 14:07:23 GMT
So, I guess this brings up the question... What about the '6 people to properly pilot a TARDIS'?
Does a team get their Rassilon Imprimature to a single TARDIS? Is this just some jargon noted in the new series? Or, is it only applicable to a War TARDIS or newer models?
I'd like a little clarity on this, since depending on where I go and who I talk to, the opinions seem to vary..
Sorry if this is taking the thread off topic.
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Post by Siskoid on May 18, 2010 14:42:55 GMT
There is some extracanonical evidence of this (the New Adventures mention it, for example). The evidence from the Classic series amounts basically to two things: 1) There are 6 sides to the console, forcing a lone pilot to race all around it (though some sides are for scanners etc., so it's not just a matter of flying it - a "crew" is more than just a pilot) and 2) the Doctor wasn't very good at getting it to the right coordinates.
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tartex
1st Incarnation
Posts: 5
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Post by tartex on Aug 16, 2010 22:35:51 GMT
I was thinking about the same subject.
But my solution would be to make it
Normal difficulty to land the TARDIS in a place in the scenario the GM chooses and to make it
Difficult to manouvre it to more exact positions in Space and Time. E.g. to a certain small chamber or 5 minutes back in time. (Basically to use the TARDIS for more than just as a plot device for entering an adventure.)
Nesting, something like landing "on top" of Rose as in one of the final 2 episodes of the first Series should be Very Difficult.
A car chase like in the Donna Christmas Special, I would probably make Hard in general. Specific manoeuvres could have a higher difficulty though.
What's your option on this?
What I am not sure about is what skills to use to control the TARDIS. I know the Vortex trait gives +2, but on what? Car chases should probably handled via Transport, but flying through the Vortex? Coordination and Technology? Sometimes it seems to be about reflexes in the series...
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Post by danceswithdaleks on Aug 23, 2010 5:21:01 GMT
I love the the fact that there exists a new rpg based on DW but i do miss the time travel rules for making jumps from the old FASA version. I understand that the new version of the game is taliored down to bringing new people into the hobby of rpgs, but i do hope they include a more hard core version of options for those of us that enjoy that sort of thing. Here is a list of difficulties for making the different kinds of jumps using the TARDIS TIME/SPACE JUMP DIFFICULTY MODIFIERS ACTION LEVEL MODIFIER FOR JUMP TYPE: Movement through space +1 Movement through time +1 Inter-dimensional movement +2 Micro-jump only +1 Jump pre-recorded and computer controlled -2 FOR DESTINATION: Gallifrey -2 Other well known destination -1 FOR OPERATOR: Distracted, rushed, or nervous +1 Impaired, ill or injured +2 Extra careful -1 FOR OTHER FACTORS: TARDIS in need of minor repair +1 TARDIS in need of major repair +2 to +5 TARDIS hampered by outside forces +1 to +3 Gamemaster discretion + to –2 this is cool, I'm going to make good use of this. Thanks!
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