A Christmas gift of my selection from my spouse: Doctor Who: Adventure in Time and Space boxed set role playing game made by Cubicle 7 Entertainment.
I became a young fan of the series after discovering it on Public Television in the 1980s (canceled in 1989) and have really enjoyed its 2005 revival. Apparently, the show has seen a couple incarnations as a role playing game, but this version is brand new and its mine.
It's a simple d6-based format, compared to other games of greater rules complexity. I won't provide a more in-depth review (plenty of those out there), but I would like to get into my thoughts on using Doctor Who as a role playing game. At first, I wasn't certain how well it would work. It soon became clear how well-suited it is.
Each story line, the Doctor and his companion(s) visit a new time and place, often unaware of the situations existing beyond the door of their tiny blue vessel. Usually, it takes little time before they are thrust into some dangerous predicament requiring their wits to aid those involved and rescue themselves in the process. While recurring villains are a staple of the show, every adventure, even each session, can unveil a new world of people and possibilities, cultures and catastrophes.
I have been developing the first adventure for my friends that have been only recently introduced to the best science fiction British television has to offer. There is so much about it I'd like to discuss, but, you know, "spoilers." Let's just say, there may be turbulence in the library.
Thursday, February 4, 2010
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