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Showing posts with label Cubicle Seven. Show all posts
Showing posts with label Cubicle Seven. Show all posts

Sunday, 11 January 2015

The Fourth Doctor

Posted on 02:33 by Anthony Carold
With the publication of The Fourth Doctor Sourcebook, Cubicle Seven Entertainment’s celebration of Doctor Who’s fiftieth anniversary reaches the most consistently popular Doctor of the Classic Era, the Doctor with the most stories, and the Doctor whose era came to define Doctor Who in the minds of the public at large. Thus The Fourth Doctor Sourcebook  for the Ennie-award winning Doctor Who: Adventures in Time and Space roleplaying game has a lot of ground to cover, a lot to live up to, and a challenge to overcome. It is certainly no surprise that this is the biggest in the series to date—at some two-hundred-and-fifty-six pages—as it sets out to detail and explore the adventures of the most whimsical and mercurial of Doctors. Adventures that would see him once again return to being a wanderer in time and space, see him go back in time to confront the origins of the greatest threat to the universe, see him face his old enemy again and again, and return home to rescue his people, not once, but twice.

The era of the Fourth Doctor really begins with The Ark in Space—the story Robot really being a swansong for the Third Doctor and a sign of the Fourth Doctor’s disdain for the constraints placed upon him during his exile. Where the Third Doctor and thus The Third Doctor Sourcebook looked backwards, the Fourth Doctor and thus The Fourth Doctor Sourcebook looks very much forward, travelling into the near and far future again and again right up until the mathematical foundations are threatened by the Master in Logopolis. In doing so it would draw upon classic story after classic story for its inspiration, whether that it is the Ruritanian adventure of The Androids of Tara, the adventures of Sherlock Holmes in The Talons of Weng-Chiang, the writings of Agatha Christie in The Robots of Death, and Mary Shelley's Frankenstein in The Brain of Morbius. In doing so, the series would draw heavily upon the Gothic and take it the height of its popularity. The other themes present in the Fourth Doctor’s adventures include the revelations about the Time Lords and the eccentricities of his bohemian nature, but its is the Gothic that stands out.

In addition to this reliance upon the Gothic in the Doctor’s wanderings, the era of the Fourth Doctor also brought back the competent and the liberated Companion, something that had been missing for much of the Third Doctor’s adventures. Sarah Jane Smith, Leela, Nyassa, and Adric were all competent in their own way, but no companion was more competent than Romana—both incarnations of her! The Fourth Doctor Sourcebook perhaps concentrates upon her more than any of the Doctor’s companions. Indeed, each incarnation is accorded a full-page character sheet, just as the Doctor is himself, whereas each of his other companions is given just a half page each for their character sheets. So what this introduces is the idea that Time Lords can be played as companions and to support this aspect, several new Traits are given, these include Bio-Rhythmic Control, Cloistered, Sesquipedalian, and Tailored Regeneration. Character sheets are also included for K-9 and Harry Smith, but the inclusion of sheets for Nyssa and Tegan feel like an afterthought given the limited number of journeys they took with the Fourth Doctor in comparison with the Fifth Doctor. The second chapter is rounded out with stats for the Fourth Doctor’s TARDIS, this version being less obstreperous and easier to pilot.

Given the number of stories that The Fourth Doctor Sourcebook has to cover, it is no surprise that some nine tenths of the book are devoted to their detailing. Yet where in the previous entries in the series the stories were organised into a number of chapters, in The Fourth Doctor Sourcebook, all of the Fourth Doctor’s stories are collated into a single chapter—a chapter that takes up some nine tenths of the book. One side effect of this is that the first two chapters—the first devoted to the Fourth Doctor era’s themes and new character Traits, the second to character sheets for the Doctor and his companions—feels all too brief, underwritten perhaps. It does not help that there is no section on recurring villains, but then again, the Fourth Doctor had so few, and instead had lots of new villains, including the Movellans, the Rutans, and the Zygons*, which never appeared again.

*At least not in Classic Who.

Yet what this apparent adverse aspect of The Fourth Doctor Sourcebook does is give room for the individual stories and their elements to shine through. Each is given a synopsis—about a page in length, a guide to running the adventure, a discussion of ideas related to the adventure, and then possible further adventures. Also given are the stats for any relevant gadgets and technologies, NPCs, and monsters. So for example, in Doctor Who’s finest adventure—Genesis of the Daleks—it is suggested that the Time Lords’ meddling here could be the first shot in the Time War and that the Doctor could have been their agent before; the mechanics of the Time Lords’ Time Rings are detailed; and of course, stats are given for the Dalek Prototype (Mark III Travel Machine), Davros, Security Commander Nyder, and Mutos. Other gadgets and technologies detailed under their particular stories include Magnus Greel’s Time Cabinet from The Talons of Weng-Chiang, the outlawed Demat Gun from The Invasion of Time, and the Master’s horrid Tissue Compression Eliminator from The Deadly Assassin. Notable additions include a list of real world myths—Set, dragons, vikings, ghosts, and so on—under Pyramids of Mars and maps them onto a matching time period and matching alien horror. So for example, the myth of dragons is matched with the American ‘Bone Wars’ of the 1880s and a Zygon living war machine. It is a simple yet pleasing table that provides a model for the GM to map other myths and alien horrors onto.

The other big event of the Fourth Doctor’s era is The Key to Time, the first story to tell a big story over multiple stories. In modelling this complete season and storyline, in game terms this broadens the scope of Doctor Who: Adventures in Time and Space roleplaying game into full campaigns, rather than being just a series of adventures—as in previous series and incarnations of the Doctor. For an event as big as this, the overview of The Key to Time and how to run it feels underwritten, but again, room is given for the individual stories to shine through.

From The Key to Time, The Fourth Doctor Sourcebook winds down through the E-Space Trilogy to Logopolis and the end of the Fourth Doctor’s era. The sourcebook has one final, interesting inclusion—an appendix that details the lost story, Shada. Of course, filming was never completed on this story and this was never broadcast, but it has been given treatment a number of times since, both in Doctor Who and without. Its inclusion here is a pleasing touch, especially as perhaps this is the least familiar story detailed in the supplement.

Physically, The Fourth Doctor Sourcebook is well presented. The writing feels rushed in places and the use of black and white photographs does jar the eye given that everything else is in full colour.

Addressing every element and every story of the Fourth Doctor’s adventures was always going to be a challenging and daunting task. In attempting to cover everything, some things have had to be omitted. For example, the descriptions of both Sarah Jane Smith and Harry Sullivan are kept short and the GM referred to The Third Doctor Sourcebook and Defending the Earth, The UNIT Sourcebook for more information. Doubtless, the GM will need to refer to The Fifth Doctor Sourcebook for more detailed discussions of the Doctor’s later companions—Adric, Nyssa, and Tegan, as well as the next incarnation of the Master. Sadly the omission of stats for Henry Gordon Jago and George Litefoot from The Talons of Weng-Chiang is disappointing given their later, though noncanonical, adventures. Still, The Fourth Doctor Sourcebook covers a great deal and does it well, overcoming the challenge of presenting a lot of detail and background. In doing so, The Fourth Doctor Sourcebook brims with ideas, presenting for the Doctor Who: Adventures in Time and Space roleplaying game, the period when Classic Who was at its finest.
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Posted in Cubicle Seven, Doctor Who, Doctor Who Sourcebook, Historical, Review, RPG, Science Fiction, Time Travel | No comments

Thursday, 4 December 2014

Nazis, Nasties, & N?

Posted on 16:07 by Anthony Carold
Before beginning this review, it is necessary to make one fact clear. I have written and edited for Achtung! Cthulhu, so in coming to review World War Cthulhu – The Darkest Hour, I cannot be seen to favour one approach over the other, one series over another. This does not mean that I can avoid making comparisons, but it does mean that such comparisons will not consist of which one is better. Rather they will be as balanced as possible and focus on where the two settings differ.

To explain, both of these series of books are devoted to Lovecraftian investigative horror set during the Second World War. One is Achtung! Cthulhu, published by Modiphius Press, the other is World War Cthulhu – The Darkest Hour, published by Cubicle Seven Entertainment. The first of these is written for both Chaosium, Inc.’s Call of Cthulhu and Pinnacle Entertainment Group’s Savage Worlds, whilst the second is solely written for Call of Cthulhu. Where Achtung! Cthulhu covers much of the breadth of the conflict that is Second World War, World War Cthulhu – The Darkest Hour, much as its subtitle suggests, has a much narrower focus. This focus is upon the opening years of the Second World War, when Britain and the Commonwealth’s back was against the wall and with the forces of Nazi Germany having rolled across the continent, Winston Churchill ordered the men and women of the Special Operations Executive to set Europe ablaze. The SOE is only one recruiting ground for ‘N’, a spymaster whose interests lie primarily in preventing certain outre knowledge from falling into the hands of the Nazis. Wherever that knowledge might be found…

This sets up the precept at the core of World War Cthulhu, that the investigators are always fighting on two fronts. In Europe they face both the Nazi occupiers and the malignly uncaring forces of the Mythos, and on that rare occasion, the Nazi who has knowledge of the Mythos. Their missions will find them dealing with military and intelligence matters as well as the Mythos–they may even coincide! Then when facing the Mythos, the investigators also have to keep its existence a secret, whether from the Nazis or the Allied governments. Whilst on the home front, they must deal with rivalries between the various intelligence agencies and perhaps the wily ‘N’ himself! Who is ‘N’ and what does he want? That  question is left unanswered in  World War Cthulhu, but several suggestions are made–including one that will be very familiar to veteran players of Call of Cthulhu. For the moment, in this ‘Darkest Hour’, the wishes of ‘N’ and the prime minister seem to coincide…

Investigators in World War Cthulhu are created as per Call of Cthulhu, Sixth Edition. Then each investigator receives skill bonuses for his nationality (United Kingdom and the Commonwealth, Europe, and the USA), upbringing (rural or urban), military service (from Advisor, Agent, and Civilian Operative to Mobile Infantry, Pilot, and Radio Operative), personality (Bruiser, Expert, Thinker, and Leader), recruitment reason and initial Mythos encounter, and additional training. This grants a total bonus of some 550 points for each investigator and in some cases a small bonus to the Cthulhu Mythos skill. This has three effects. First, the personalities handily classify the investigators’ roles and make creating a group that little bit easier, and make replacement investigators easier to slot into a group. Second, they address the issue of investigators needing to be competent enough to go on missions as part of the war effort, that is, actually have at least passing knowledge of the military and espionage-related necessary–even an average investigator will be competent. That said, the third effect is to make the investigators more competent than is usual, pushing the tone of World War Cthulhu towards Pulp and away from the Purist.

To show how this works, Niamh Brewer is a typical Call of Cthulhu investigator, created using the standard Call of Cthulhu, Sixth Edition rules, plus a few extra skill points to reflect time spent as a nurse during the Great War. Prior to being recruited by ‘N’, she worked as a legal researcher, hunting down heirs to wills. Being a woman she was unable to obtain a degree and she would have remained a spinster–her fiancĂ©e having been killed during the Great War–had she not been recruited.

Niamh Brewer, Legal Researcher, aged 44
NATIONALITY: British
OCCUPATION: Legal Researcher

STR: 13 DEX: 16 INT: 15 IDEA: 75%
CON: 08 APP: 13 POW: 16 LUCK: 80%
SIZ: 15 SAN: 76 EDU: 18 KNOW: 90%
HP 12
Damage Bonus: +1d4

SKILLS: Accounting 50%, Archaeology 21%, Drive Auto 40%, First Aid 35%, History 50%, Law 55%, Library Use 75%, Listen 45%, Mechanical Repair 40%, Medicine 20%, Occult 25%, Persuade 65%, Psychoanalysis 11%, Psychology 35%, Spot Hidden 65%
LANGUAGES: English 75%, French 41%, German 16%, Italian 11%, Latin 41%, Spanish 11%
COMBAT SKILLS: Grapple 40%, Umbrella 40% damage 1d4+db

The following are the stats and skills for the investigator who has been adapted to World War Cthulhu. 

Niamh Brewer, Legal Researcher, aged 44
NATIONALITY: British
OCCUPATION: Legal Researcher
UPBRINGING: Urban PERSONALITY: Expert
MILITARY SERVICE: Civilian Operative
MYTHOS ENCOUNTER: Discovered a Mythos tome
REASON FOR JOINING: Forbidden Secrets

STR: 13 DEX: 16 INT: 15 IDEA: 75%
CON: 08 APP: 13 POW: 16 LUCK: 80%
SIZ: 15 SAN: 69 EDU: 18 KNOW: 90%
HP 12
Damage Bonus: +1d4

SKILLS: Accounting 50%, Archaeology 41%, Art (Painting) 45%, Bargain 15%, Conceal 25%, Craft (Gardening) 25%, Credit Rating 25%, Cryptography 30%, Cthulhu Mythos 08%, Dodge 52%, Drive Auto 70%, Electrical Repair 30%, Fast Talk 15%, First Aid 65%, Hide 30%, History 60%, Law 55%, Library Use 95%, Listen 65%, Mechanical Repair 60%, Medicine 20%, Natural History 20%, Occult 30%, Operate Radio 42%, Persuade 65%, Pharmacy 21%, Psychoanalysis 11%, Psychology 35%, Sneak 25%, Spot Hidden 85%, Survival 15%, Tradecraft 20%
LANGUAGES: English 95%, French 61%, German 16%, Italian 11%, Latin 51%, Spanish 11%
COMBAT SKILLS: Grapple 40%, Handgun 40%, SMG 25%, Umbrella 40% damage 1d4+db

‘N’ also indoctrinates his agents against the horrors they might encounter. By invoking his ideals or whatever he holds dear, an investigator may be given a roll against his POW×5 to reduce the effects of a Sanity loss following an encounter with the forces of the Mythos. Just like the additional skill points, this pushes World War Cthulhu towards the Pulp tone. In addition to providing extra skill points, World War Cthulhu also gives new occupations–Politician, Scientist, and Spy–as well as range of skills. These are mostly a mix of new military and new espionage related skills. The former include Command, Gunnery, and Military Science, whilst the latter include Cryptography and Tradecraft. Military Science also includes the tactics skill.

Investigators and their players also receive two solid sections of advice, one covering ‘Intelligence Operating Procedures’ and the other ‘Small Unit Tactics’. As solid as the advice is, it is incomplete. The problem is that all of this advice is for handling missions against the Nazis in occupied Europe and North Africa. It ignores the other strand of World War Cthulhu, that of investigating the Mythos and preventing it from falling into the hands of the Nazis. So where is the advice for doing this? Surely ‘N’ would give out such advice since he actually goes so far as to indoctrinate the investigators? It is not as even as the investigators in the default set-up are unaware of the Mythos.

The advice for Keeper is kept short and to the point, and unlike the advice for the players, it covers the Mythos aspects of the investigators’ missions as well as the military and intelligence ones. One of the pieces of advice highlights the primary difference between Achtung! Cthulhu and World War Cthulhu. This is that the militarisation of the Mythos should be avoided–or in the form of a mad scientist or SS sorcerer, at least rarely encountered. This is not something that Achtung! Cthulhu does and is one reason why its tone is Pulp whereas that of World War Cthulhu is mostly not… To support the advice on running missions, the Keeper has a gazetteer giving thumbnail snapshots of various Intelligence Theatres, from Vichy France and German  occupied North West Europe to North Africa and the Middle East. Besides a description, each country or region comes with a mission, both a military one and ‘N’s secret mission. There is plenty of variety in the twenty-five or so given, but they will need some development upon the part of the Keeper.

World War Cthulhu does not add anything new to the Mythos. Instead it updates it and brings it into the 1940s, examining the effect of the war–if any, upon the forces of the Mythos. Nor is it a comprehensive update. Understandable since the Call of Cthulhu canon is rather large and diverse, but the major entities, creatures, and forces of the Mythos are covered along with their human cults. It does adjust, or at least quantify, the Sanity rules though. First by granting a bonus if a player roleplays his investigator to his Personality and second by how successful he and the rest of the squad have been on a mission.

World War Cthulhu offers two major rules, one of which is optional. The first major rule addition handles a fundamental aspect of intelligence operations–going undercover. Essentially it is a percentile value that if a roll is failed against, it at least arouses the suspicions of the authorities, perhaps causes covers to be blown and identities to be revealed. It does involve some bookkeeping upon the part of the Keeper, but not much. It can even be used as means to push a scenario along too as not every cover identity is perfect. The second and optional rule covers ‘Dramatic Action’ in which the Keeper offers a player the chance for his investigator to do something dramatic and successful, but at the cost of placing him in extreme danger. It feels very similar to the ‘Push’ mechanic presented in the new Call of Cthulhu Seventh Edition, but probably will not be used as often. It also pushes the tone of the game towards Pulp.

The equipment section covers not just arms and armour, but also ordinary goods and things that the agents might buy at home, or anywhere in Europe and North Africa. The weaponry section is oddly diverse given that the focus of World War Cthulhu is on the early to middle years of the war in the European and North African theatres. The inclusion of Japanese weapons feels totally out of place as many of the American arms and vehicles. Overall the selection feels pitched towards the ‘Small Unit Tactics’ section of advice than it does the ‘Intelligence Operating Procedures’. 

Rounding out World War Cthulhu is ‘The God in the Woods’, a scenario set in Vichy France. The investigators are sent in by SOE to make contact with the French Partisans, but ‘N’ also wants them to look for a colleague of his. It is more of a mini-campaign, with a fully realised location and multiple plot threads. It is challenging like any Call of Cthulhu scenario, but showcases how much difficult it is to conduct an investigation totally surreptitiously. It is an excellent scenario and perhaps the highlight of the book.

Physically, World War Cthulhu is well written and decently presented. The artwork is also decent. If there is an issue, it is that the book needs an edit in places.

World War Cthulhu – The Darkest Hour strives for a Purist tone and style of play. It does not quite achieve that, primarily because it pushes investigator creation towards a Pulp tone, as does the Dramatic Action option. Balanced against is a good mini-campaign, some solid advice on running the game, its tight focus and campaign structure, and the fact that it does not militarise the Mythos. Yet despite this unevenness in tone, World War Cthulhu – The Darkest Hour is still a good Purist approach to Call of Cthulhu and World War Two.
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Posted in Achtung! Cthulhu, Call of Cthulhu, Chaosium, Cthulhu, Cubicle Seven, Lovecraftian Horror, Modiphius Press, World War Cthulhu, World War II | No comments

Tuesday, 1 July 2014

The Third Doctor

Posted on 04:51 by Anthony Carold
With a certain panache and not a little bit of a swagger, Cubicle Seven Entertainment’s celebration of Doctor Who’s fiftieth anniversary leaps into action and full colour with The Third Doctor Sourcebook for Ennie-award winning Doctor Who: Adventures in Time and Space roleplaying game. Having begun with The First Doctor Sourcebook and continued with The Second Doctor Sourcebook, the third entry in the series takes into the seventies to detail the full colour adventures of the Third Doctor as played by Jon Pertwee.

With arrival of the Third Doctor in the story, Spearhead from Space, the series underwent a radical series of changes whilst still looking back to the previous decade. Two of the Second Doctor’s adventures pre-figure the era of the Third Doctor. The first is Web of Fear, the story that marked Second Doctor’s encounter with the Yeti and the Great Intelligence in the London Underground along with his first with Colonel Alistair Lethbridge-Stewart, which would lead to the establishment of UNIT—United Nations Intelligence Taskforce—to which the Third Doctor would find himself attached to as Scientific Advisor under the command of Brigadier Alistair Lethbridge-Stewart. The second is his last adventure, The War Games, in which the Time Lords exile the Doctor to Earth, meaning that he would no longer be able to travel in time or space and that his adventures would initially be confined to Earth. Of course, this would change in later series. In game terms, what this means is that two of Cubicle Seven Entertainment’s previous sourcebooks serve as companion volumes to The Third Doctor Sourcebook. The obvious and more essential  one is Defending the Earth: The UNIT Sourcebook as it defines the organisation that the Doctor will be working for, whilst the The Time Traveller’s Companion is of use once the Time Lords begin to manipulate and use the Third Doctor.

Another way in which the Third Doctor looks back to the previous decade is how his adventures model those of the classic ITC adventure serials such as The Persuaders!, The Protectors, Department S, and so on. For the Third Doctor, a much younger incarnation of the Doctor, is a man—or Time Lord—of action. Unlike his forbears, the Third Doctor is prepared to fight for what he believes in, though usually only using his Venusian Aikido, and he gets involved in a vehicle chases in Bessie (his souped up vintage speedster), the Who Mobile, helicopters, hovercraft, and so on, lots and lots of times.

Although the Third Doctor introduced ‘aliens’ that would return in later incarnations—in particular the Silurians, the Sea Devils, and the Nestene Consciousness and the Autons, his stories also introduced a major new villain, one that would plague each of his subsequent incarnations. The Master, a fellow Time Lord, would work plans within plans, ally himself with the Daleks, all to rule the Earth or destroy it, rule the universe or humanity, or simply humiliate the Doctor. He wanted power, and even though he would be captured again and again, he would escape each time to continue his machinations. In some ways, the Master is the nearest that the Third Doctor comes to encountering true evil—barring the Daleks of course!

The Third Doctor Sourcebook takes us from the Third Doctor’s arrival on Earth and his first foiling of an invasion of the Earth whilst working for UNIT in The Spearhead from Space to his final encounter with an invasion attempt in The Planet of the Spiders, an encounter which would lead to his regeneration. Barring The Time Warrior, the Third Doctor’s adventures do not take place in the past. The majority deal with the themes of big authority and scientific hubris, of peace versus war, and of mysteries without real villains. For the most part, The Third Doctor Sourcebook presents an opportunity for the Doctor—or indeed, the player character Time Lord and his Companions to not be so much wanderers in the Fourth Dimension, as protectors of Earth and humanity, to form a family with UNIT, but still be a force for good and for truth.

The book is essentially broken into two parts. The first introduces us to Pertwee’s portrayal and explores his character, his Companions, the difficulties of his travels during this period—mostly the fact that he cannot travel, and the common themes and ideas. In particular that the Third Doctor’s character is rather patrician in nature and he only has the three Companions over the course of his adventures, though he is sometimes joined by members of UNIT. His adventures deal with the dangers of technological progress, diplomacy and attempts to bring about peace—both world and galactic, environmental concerns, and the possibility that a Companion might fall in love whilst travelling with the Doctor or even betray the Doctor.

As well as the stats and write-up for the Third Doctor himself, The Third Doctor Sourcebook includes stats and write-ups for all of his companions. The most notable changes in the Doctor are the addition of his ‘Hotshot’ Trait, to represent how good he is behind the wheel of any vehicle, and his ‘Reverse the Polarity of the Neutron Flow’ Trait which gives him an instinctive understanding of energy fields. Most of the new Traits come from Defending the Earth: The UNIT Sourcebook and The Time Traveller’s Companion. There are also write-ups of the Third Doctor’s notable foes—the Master, the Nestene Consciousness, and the Daleks. Rounding out this half of the book is an excellent discussion about the Third Doctor’s themes and the creation of adventures suited to his era.

As with every entry in the series, the second and longest part of The Third Doctor Sourcebook is further divided into chapters that travel chronologically in order through the Third Doctor’s adventures. For each of these there is a synopsis followed by a guide to running the adventure and a listing of any appropriate characters, aliens, and gadgets. The guide to running each adventure is not a straightforward adaptation, but rather a discussion of themes and ideas inherent to the adventure. So for example, in the discussion of The Claws of Axos, it is suggested that whenever the Doctor instructs Jo to stay where she is whilst he goes off to do something, as soon as he leaves, she should go exploring! Why? Well, because it is interesting and it pushes the story forward. Rounding the entry for each story is a selection of Further Adventures, hooks that could be run as possible sequels.

Physically, The Third Doctor Sourcebook is a slim hard back book, suitably illustrated throughout with photographs—now in colour! The volume feels solidly researched and well written, but if there is a downside to the book, it is that not going to appeal or be of use to everyone, and that is going to be an issue with each of the subsequent volumes in the series. After all, almost everyone has their favourite Doctor and also their least favourite Doctor, and that may be reflected in the Doctor Sourcebooks that they purchase. With The Third Doctor Sourcebook, the adventures presented here are even more dynamic, even more knowing, and even more exciting than those of The First Doctor Sourcebook and The Second Doctor Sourcebook. Yet in comparison with The Second Doctor Sourcebook, there is perhaps less depth to the writing in The Third Doctor Sourcebook, but that is likely down to how straightforward the stories are for the Third Doctor.

The Third Doctor is the first generation to have all of his adventures available to purchase and watch on DVD, but apart from the later stories when he manages to leave Earth, they will feel unfamiliar in terms of style and oddly constrained. That comes down to the Third Doctor’s exile on Earth, and anyway, they lend themselves to a very different style of campaign, one which The Third Doctor Sourcebook should make you feel very at home with (even if that home is Earth!).
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Posted in Cubicle Seven, Doctor Who, Doctor Who Sourcebook, Historical, Review, RPG, Science Fiction, Time Travel | No comments

Thursday, 6 March 2014

Screen Shot III

Posted on 11:01 by Anthony Carold
How do you like your GM Screen?

The GM Screen is a essentially a reference sheet, comprised of several card sheets that fold out and can be stood up to serve another purpose, that is, to hide the GM's notes and dice rolls. On the inside, the side facing the GM are listed all of the tables that the GM might want or need at a glance without the need to have to leaf quickly through the core rulebook. On the outside, facing the players, can be found either more tables for their benefit or representative artwork for the game itself. This is both the basic function and the basic format of the screen, neither of which has changed all that much over the years. Beyond the basic format, much has changed though.

To begin with the general format has split, between portrait and landscape formats. The result of the landscape format is a lower screen, and if not a sturdier screen, than at least one that is less prone to being knocked over. Another change has been in the weight of card used to construct the screen. Exile Studios pioneered a new sturdier and durable screen when its printers took two covers from the Hollow Earth Expedition core rule book and literally turned them into the game's screen. This marked a change from the earlier and flimsier screens that had been done in too light a cardstock, and several publishers have followed suit.

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Margaret Weis Productions included in its screens for the Serenity and BattleStar Galactica Roleplaying Games? Or a reference work like that included with Chessex Games' Sholari Reference Pack for SkyRealms of Jorune or the GM Resource Book for Pelgrane Press' Trail of Cthulhu? Or a scenario such as ‘A Restoration of Evil’ for the Keeper's Screen for Call of Cthulhu from 2000 or the more recent ‘Descent into Darkness’ from the Game Master’s Screen and Adventure for Alderac Entertainment’s Legends of the Five Rings Fourth Edition. In general, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the Starblazer Adventures: The Rock & Roll Space Opera Adventure Game and Doctor Who: Adventures in Time and Space RPGs.

So how do I like my GM Screen?

I like my Screen to come with something. Not a poster or poster map, but a scenario, which is one reason why I like “Descent into Darkness” from the Game Master’s Screen and Adventure for Legends of the Five Rings Fourth Edition and ‘A Bann Too Many’, the scenario that comes in the Dragon Age Game Master's Kit for Green Ronin Publishing's Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5. I also like my screen to come with some reference material, something that adds to the game. Which is why I am fond of both the Sholari Reference Pack for SkyRealms of Jorune and the GM Resource Book for Pelgrane Press' Trail of Cthulhu as well as the Loremaster's Screen & Lake-town Sourcebook for Cubicle Seven Entertainment’s The One Ring: Adventures over the Edge of the Wild RPG. Which is what I will be reviewing today.

As the title suggests, the Loremaster's Screen & Lake-town Sourcebook consists of two elements. The first is the screen itself, whilst the latter is a location and background sourcebook for The One Ring. The Loremaster’s Screen is a four-panel affair. On the outside is a good aerial shot of Lake-town to out over the Long Lake to where the bones of Smaug still lie just off the shore. On the inside is an array of some twenty-four tables, beginning skill and trait use on the left before working through combat on the middle two sections to encounters and possible dangers on the left. An additional trio of tables cover various additional page references. The tables are all clear and easy to read, made all the easier by colour coding. Some further page references would have been useful, in particular to the places in the book where the tables are taken from. That said, a Loremaster should have no problem working with the tables on this screen.

The Lake-town Sourcebook presents the first real location to be described in depth for The One Ring. This is not the Lake-town of The Hobbit, but what was rebuilt in the wake of Smaug’s attack upon the trading port and the dragon’s death at the hands of Bard, now the king in Dale. It is a larger, more prosperous, place, the safety engendered by Smaug’s death and the founding of two kingdoms in the north enabling trade to grow and people to travel further. At the heart of the slim, staple-bound is a stunning map of the town, one that grants a feel for the place rather than an exact set of town plans. Each of its six districts – the Artisans’ District, the Elven Quarter, Merchants’ District, Residential District, Shipyards’ District, and Town Hall’s Quarter – are described in detail enough for the Loremaster to use without overburdening him with facts and are each accompanied by stats and write-ups for the typical NPCs to be found there. Thus Barding Nobles and Dwarf Notables are to be found in the Town Hall’s Quarter, whilst Hospital Healers are to be found in the Residential District.

For Loremaster and player alike, the supplement includes a list and explanation of the things that the heroes can do during the Fellowship Phase of the game. These purchasing items at the market, collecting herbs from the nearby marshes, and even receive a title and thus become a citizen of Lake-town! The latter of course requires that the heroes’ deeds come to the attention of the Master of Lake-town and the town council. In addition, the heroes could attend ‘Dragontide’, the three-day annual celebration of the death of Smaug, part of which consists of an archery contest – such a contest and other events of ‘Dragontide’ are also detailed in Tales from Wilderland, the adventure campaign/anthology from Cubicle Seven Entertainment. Lastly, the adventurers might venture out into the Long Marshes, probably to locate and collect herbs, though that has its dangers in the form of Hobgoblins, Marsh-Hags, and other ‘marsh monsters’! 

The Lake-town Sourcebook also adds a new option for the players – a new Culture and the possibility of playing one of the Men of the Lake. Enterprising and wealthy, with a love of the new things that the trade brings to the town, those Men of the Lake that answer the call of adventure are certainly more determined than their merchant and craftsmen brethren. This shows in their Cultural Blessing, ‘Tenacious’, which enables them to learn and gain extra Experience Points from surviving dangerous situations.

Our sample adventurer, one of the Men of the Lake is Hakon. From a wealthy mercantile family, Hakon dutifully became an apprentice trader, but was more interested in the traders and where they came from, in the songs they sang and tales that they told. He always wanted to a minstrel, having learned the songs that his nanny had taught him. For the moment, his family accepts his desire to see beyond the coins and ledgers, the markets and the trade boats, the fine goods and rich furs that is their day-to day concerns. One day, they expect him to return to the fold, in the meantime his father continues to run the business. 

Name: Hakon
Culture: Men of the Lake Standard of Living: Prosperous
Cultural Blessing: Tenacious (When wounded or suffer negative consequences, spend Hope to gain an Experience Point) 
Calling: Wanderer Shadow Weakness: Wanderering-madness

- TRAITS -
Specialities: Minstrelsy, Folk-lore
Distinctive Features: Fair-spoken, Merry

- ATTRIBUTES -
Body (Base/Favoured): 5/6
Heart (Base/Favoured): 7/10
Wits (Base/Favoured): 2/4

- COMMON SKILLS -
Personality Skills – Awe 0 Inspire 0 Persuade 2
Movement Skills – Athletics 2 Travel 2 Stealth 0
Perception Skills – Awareness 1 Insight 2 Search 0
Survival Skills – Explore 0 Healing 2 Hunting 0
Custom Skills – Song 3 Courtesy 3 Riddle 3
Vocation Skills – Craft 2 Battle 1 Lore 1

- WEAPON SKILLS -
Great Bow 2, Sword 1, Dagger 1
Parry 9 Damage 2

- GEAR -
Travelling gear, Lyre, Sword, Great Bow & Arrows, Dagger, Shield, Mail Shirt (Armour 3d) & Iron & Leather Cap (+1 Armour)

- VIRTUES -
Trading (At ease when negotiating the buying and selling of items, or even information...)

Experience 0 Valour 1 Wisdom 2
Endurance 29 Fatigue 9
Hope 15 Shadow 0
Weary 0 Miserable 0 Wounded 0

Rounding out the Lake-town Sourcebook is a sample character and a pre-prepared character sheet. Both the Lake-town Sourcebook and the Loremaster’s Screen are well presented, although the cover slip that comes packaged with the Loremaster's Screen & Lake-town Sourcebook is somewhat redundant given that information it details can be found on the back of the Lake-town Sourcebook. If there is a downside to the sourcebook it is that it could have expanded its scope a little, just to cover the Long Lake, certainly as far as the bones of both the old Lake-town and Smaug are concerned. Nevertheless, it nicely presents a location without overwhelming the Loremaster in detail, something that another published might have been tempted to do. Despite being a staple-bound book without a cover, the Lake-town Sourcebook is surprisingly sturdy, though the Loremaster will still want to handle it with some care.

The Loremaster’s Screen is exactly as it should be, a useful tool to have in front of the Loremaster during play, whilst the Lake-town Sourcebook adds to the setting of The One Ring with material that the Loremaster can really make use of. Overall, this makes the Loremaster's Screen & Lake-town Sourcebook a pleasing package, one that a group playing The One Ring should get plenty of use out of.
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Saturday, 8 February 2014

Wilderland Tales

Posted on 12:19 by Anthony Carold
With two parts of Peter Jackson’s The Hobbit trilogy down – one being available on DVD and the other having recently been released in the cinema, it seems like the perfect time to return to the roleplaying that serves as the trilogy’s sequel. Published in 2011 to much acclaim before the release of The Hobbit: An Unexpected Journey, Cubicle Seven Entertainment’s The One Ring: Adventures over the Edge of the Wild is set entirely after the events of the film trilogy, but before The Lord of the Rings trilogy. Not only is the time frame of the RPG, from the year 2946 of the Third Age, exactly five years after the Battle of the Five Armies limited, but so is its scope. It is essentially limited to an area bound by Rivendell and the Misty Mountains to the West, the Lonely Mountain to the North, the Iron Hills to the East, and the haunt of the Necromancer, Dol Guldur to the South. The region between these points, an area known as the ‘Wilderland’ that is dominated by the deep and dark woods of Mirkwood.

It is over this wide area, one that is yet to escape the gloom of centuries past that emanated from Dol Guldur, but into which the light of hope and freedom have begun to seep, that the heroes of The One Ring will tramp, time and time again. Their adventures will involve much travel, by foot and by boat, being often beset by the weather which prevents safe travel, let alone adventure for months on end. This is modelled in the RPG, which employs Adventuring and Fellowship phases, there being one of each per year, with typically only time for a single adventure each year. This is the model for Tales from Wilderland, the first supplement for The One Ring. It presents seven ready-to-play aventures that can each be played as single affairs or as a campaign that spans several years.

Set after the year 2946 of the Third Age, Tales from Wilderland opens with ‘Don’t Leave the Path’ and the fellowship of adventurers coming to the aid of young boy whose father is in trouble. Coming to his aid sees them hired by him as caravan guards and their travelling from near the remains of Lake Town across Mirkwood to the Elven King’s halls and beyond. This is a simple, fairly straight forward adventure, one that introduces the heroes to one of the core aspects of the setting of The One Ring – travel and its dangers. A second aspect is introduced in ‘Of Leaves & Stewed Hobbit’, that of hope and the chance to restore a sense of civilisation after years of darkness and despair. Finding refuge at The Easterly Inn, an establishment newly opened by Hobbits inspired by Bilbo Baggins’ adventures, the fellowship is asked by the proprietor to find his brother who is long overdue with a caravan of essentials brought over the Misty Mountains from the Shire. The fellowship’s search takes it up the High Pass where the adventurers find evidence that the lost Hobbit has been waylaid. In order to get him back the adventurers will need to delve deep and come up with a solution to a culinary challenge! This adventure is markedly more inventive than the first and the challenge itself has a certain Tolkienesque sense of fun to it.

Unfortunately, the third adventure is slightly disappointing. It is not that it is poorly written or feels ill-suited to the setting of The One Ring, but it lacks a certain originality. The plot of ‘Kinstrife & Dark Tidings’ has the adventurers make a gruesome discovery on the banks of the river Anduin and then have to take some unwelcome news to Beorn himself! He charges the player characters to track down a fugitive, in the process of which they should uncover his crimes and bring him to justice. The next adventure, ‘Those Who Tarry No Longer’ pleasingly touches upon the grand sweep of Middle Earth’s history when the adventurers are asked to escort an Elven lady of an ancient and noble lineage. Although the journey is not far, it proves to be a harrowing challenge, one that needs to be faced rather than denied… ‘A Darkness in the Marshes’ is best played as a sequel to ‘Those Who Tarry No Longer’. Summoned to Rhosgobel where they invited to tea by Radagast the Brown – his portrayal here understandably much more constrained than that of Sylvester McCoy’s in The Hobbit trilogy – who asks them to follow up on the threat that beset them in ‘Those Who Tarry No Longer’. Doing so takes them up to the isolated Mountain Hall of the Woodmen where they learn of an evil to the south. Investigating this gives the adventurers the chance to encounter the threat that has been harrying them for the past two or three years.

The final two adventures in Tales from Wilderland both take place after ‘A Darkness in the Marshes’ and like the adventures before it, give an opportunity for the fellowship to meet one or two of the great figures of the Third Age. In the first of these, ‘The Crossings of Celduin’, the adventurers join the thronging crowds to celebrate the anniversary of the Battle of the Five Armies in the city of Dale. They have the chance to participate in the tournaments and enjoy the feast, but when a calamity strikes the celebration, the adventurers are the only ones who can fly south quick enough to meet the vanguard of dark host. Unlike the previous five adventures which take the Fellowship west of Mirkwood, this adventure takes them east. The challenge in ‘The Crossings of Celduin’ is daunting enough, that in ‘The Watch on the Heath’ is truly fearsome. All but inspired by the events of The Hobbit itself, it sends the adventurers north of the Lonely Mountain to deal with a danger that will truly test their mettle...

Tales from Wilderland both is very nicely presented, in keeping with the style and look of The One Ring: Adventures over the Edge of the Wild. Its dour shades make for a pleasing change over the more vibrant shades to be found in other RPG titles. The book is well-written, decently illustrated, and its cartography has an engagingly rough quality. The seven scenarios share the same format that makes them easy to read and run. That said, breaking the index down by scenario reads a little odd. Where Tales from Wilderland slightly disappoints is in the lack of advice for the Loremaster with regard to the degree of experience required by the player characters from one adventure to the next. Further, the set-up does feel similar from one scenario to the next, although what this proves again and again is the fellowship needs to make a good impression upon the Free Folk of the North.

What Tales from Wilderland does impress upon Loremaster and players alike is that The One Ring is not an RPG where the adventurers possess dubious moral characters. The RPG and the scenarios in this collection do not really support anything other than heroic play or effort. Similarly, like the RPG, the scenarios in Tales from Wilderland are truly not about the acquisition of either gold or gems; nor is there the opportunity to gain ‘magical items’. These adventures are about building hope and pushing back the darkness that was scattered at the Battle of the Five Armies. Tales from Wilderland is a solid set of adventures for The One Ring; its campaign the perfect start to a game of The One Ring; and if successful, a great way for a fellowship to bring hope to the Wilderland.
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Friday, 17 January 2014

The Second Doctor

Posted on 10:33 by Anthony Carold
The latest supplement for Cubicle Seven Entertainment’s Ennie-award winning Doctor Who: Adventures in Time and Space roleplaying game is The Second Doctor Sourcebook (though this review appears almost at the same time as The Third Doctor Sourcebook comes to print and The Fourth Doctor Sourcebook is announced). It continues the publisher’s celebration of Doctor Who’s fiftieth anniversary begun by the The First Doctor Sourcebook by delving back into the show’s past to explore perhaps that most pivotal of incarnations of the Doctor. For without the role being recast with Patrick Troughton the series would never have been kept going by the concept of Regeneration. In addition, the second Doctor’s tenure also introduced us to the Sonic Screwdriver plus the Time Lords and the Doctor’s home of Gallifrey as well as pointing towards the creation of UNIT, the agency that will figure so strongly in the adventures of the Third Doctor. Thus The Second Doctor Sourcebook prefigures much to come that is covered in both The Time Traveller’s Companion and Defending the Earth: The UNIT Sourcebook, the previous two sourcebooks from Cubicle Seven Entertainment.

The Second Doctor Sourcebook takes us from the Second Doctor’s first encounter with the Daleks in his first adventure in The Power of the Daleks to his confrontation with the renegade Time Lord known as the War Chief and his subsequent trial by the Time Lords in The War Games. Apart from a visit to the Scottish past in The Highlanders, the Second Doctor’s adventures primarily take place in the near future, the Doctor coming to the aid of mankind as it tries to survive ecological upheaval and numerous invasion attempts. He and his companions face foes again and again, not just the Daleks and the Cybermen, but also the Ice Warriors and the Yeti. The Second Doctor Sourcebook presents an opportunity for the Doctor – or indeed, the player character Time Lord and his Companions not to be mere wanderers in the Fourth Dimension, but to face evil and actively intervene to save others. To visit the Himalayas and get lost in the tunnels of the London Underground while menaced by the Yeti; to discover what the Daleks are doing in 1866 and what they want the Doctor to isolate; and to foil the machinations of Salamander, the Mexican scientist who is the spitting image of the Doctor!

The book is essentially broken into two parts. The first introduces us to Troughton’s portrayal and explores his character, his Companions, the difficulties of his travels during this period, and the common themes and ideas. Most notably these include singular adventures rather than campaigns, adventures set at isolated bases ripe for attack or invasion, the evolution of a world government dealing with the issues of arms control, overpopulation, and ecological catastrophe, and of course, evil that must be fought. In comparison with the First Doctor, the Second Doctor is more aware of the threats that he might face out in the universe and is thus more capable of dealing with the dangers of his tenure. Although the TARDIS remains as cantankerous and as difficult to pilot as ever, the Second Doctor has least access to his 500 Year Diary, his Sonic Screwdriver Mark 1, and of course, his Recorder!

Two notable issues are addressed in dealing with Second Doctor adventures. The first is how run them without muddling up the timeline. The solution given is to run them after the Doctor is found guilty at his trial and before his sentence is carried out by having him work for the Celestial Intervention Agency. This set-up would allow for a good mix of Companions too, whether official or player created. Indeed, such Companions of either type could come from any time period. The second issue is that of the timeline of the Second Doctor’s adventures, many of which take place in the place in the very near future. Of course, this is a future of the 1960s, so already looks odd by the twenty-first century. The solution is to either adjust the stories and feel to our timeline or be authentic as possible.

As well as the stats and write-up for the Second Doctor himself, The Second Doctor Sourcebook includes stats and write-ups for all of his companions. The most notable changes in the Doctor are his pacifism (reflected in his Code of Conduct), though not all of his Companions share this attitude and are handy in a fight – Ben and Jamie in particular. To support the new Companion and the guidelines for creating Time Lord and Companion player characters suitable for the period, The Second Doctor Sourcebook includes a slough of new Traits such as 'Epicurean Tastes' and 'Menacing'. Many of these are taken from The Time Traveller’s Companion and Defending the Earth: The UNIT Sourcebook. These are joined by descriptions and write-ups of the Second Doctor’s major foes – the Cybermen, the Daleks, the Great Intelligence, and the Ice Warriors. One oddity covered in these write-ups is why the Doctor meets the Model 2, Model 3, and Model 4 in the order that he does...

The second and longest part of The Second Doctor Sourcebook is further divided into chapters that travel chronologically in order through each of the Second Doctor’s adventures. For each of these there is a synopsis followed by a guide to running the adventure and a listing of any appropriate characters, aliens, and gadgets. The guide to running each adventure is not a straightforward adaptation, but rather a discussion of themes and ideas inherent to the adventure. So for example, with The Tomb of the Cybermen the author draws parallels with pulp serials and how the Cybermen are looking for suitable successors (almost like an ancient Mummy come back to life!), while with The Abominable Snowmen, the author highlights its Lovecraftian feel. Rounding the entry for each story is a selection of Further Adventures hooks that could be run as possible sequels.

Physically, The Second Doctor Sourcebook is a slim hard back book, suitably illustrated throughout with black and white photographs – though it will be the last to be done in black and white. As fitting the switch to colour of the series, The Third Doctor Sourcebook will also be in colour. The volume feels solidly researched and well written, but if there is a downside to the book, it is that not going to appeal or be of use to everyone, and that is going to be an issue with each of the subsequent volumes in the series. After all, almost everyone has their favourite Doctor and also their least favourite Doctor, and that may be reflected in the Doctor Sourcebooks that they purchase. With The Second Doctor Sourcebook, the adventures presented here are more dynamic, more knowing, and more exciting than those of The First Doctor Sourcebook, and as such foreshadow the style of adventures to come right up to, and including new Who.

As much as many of the Second Doctor’s adventures are unavailable to watch and will thus be unfamiliar to all but the dedicated of fans, there is a familiarity to the style and feel of the adventures detailed in The Second Doctor Sourcebook. That of visiting a place, being mistaken for someone else or intruders before investigating and getting involved in some kind of threat or mystery. What this means is that the contents of The Second Doctor Sourcebook are more accessible and potentially easier to use than those of The First Doctor Sourcebook. That though seems in keeping with the character of the Second Doctor compared to the First Doctor and just serves to show how both are well served by their respective First and Second Doctor Sourcebooks.
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Friday, 11 October 2013

The First Doctor

Posted on 10:50 by Anthony Carold
Both The TimeTraveller’s Companion and Defending the Earth: The UNIT Sourcebook, the last two sourcebooks for Cubicle Seven Entertainment’s Ennie-award winning DoctorWho: Adventures in Time and Space roleplaying game have looked to the television series’ past as much as they have its present. They have acknowledged the history of both the series and its setting whilst also exploring the most recent developments and involvement of the Doctor with UNIT and time travel and the Time Lords respectively. The third and more recent supplement for the RPG all but ignores the most recent incarnations of the Doctor to delve deep back into his past. Which in the year of Doctor Who’sfiftieth anniversary seems more than appropriate, and to celebrate that anniversary, Cubicle Seven Entertainment is going to do it again and again. The supplement in question is The First Doctor Sourcebook, the inaugural entry in the Doctor Sourcebook series, which means that there are another ten entries in the series to come…

As its title suggests, The First Doctor Sourcebook is wholly devoted to the adventures of the Doctor as portrayed by William Hartnell that take us from an encounter with An Unearthly Child in a  junkyard on Totter’s Lane to the Doctor’s first encounter with the Cybermen on The Tenth Planet. It presents an opportunity for the Doctor – or indeed, the player character Time Lord and his Companions to be wanderers in the Fourth Dimension. To visit Skaro for the first time; to visit the past and travel the Silk Road to far Cathay; to foil the machinations of Mavic Chen; to become the reluctant playthings of the Celestial Toymaker; and more.

The book is essentially broken into two parts. The first introduces us to Hartnell’s portrayal and explores his character, his Companions, the difficulties of his travels during this period, and the common themes and ideas. Most notably these include the scope and length of the First Doctor’s adventures, for rather than a quick visit he and his Companions might stay for months at a time, but then his adventures might also span numerous worlds. Nevertheless, the Doctor of this era likes to take his time to interact with different peoples and alien cultures. Aboard the Doctor’s TARDIS – in some ways as cantankerous and faulty as he is, this is an age of exploration and adventure, for as old as the Doctor appears, his adventures represent his first steps out into the unknown of the universe. Thus he is rarely as forewarned and certainly not as self-aware as later incarnations will be…

The second part of The First Doctor Sourcebook is further divided into chapters that travel chronologically in order through each of the First Doctor’s adventures. For each of these there is a synopsis followed by a guide to running the adventure and a listing of any appropriate characters, aliens, and gadgets. The guide to running each adventure is not a straight forward adaptation, but rather a discussion of themes and ideas inherent to the adventure. So for example, with An Unearthly Adventure the authors examine how Barbara and Ian are brought into the TARDIS and then discuss what lies at the heart of the encounter in the prehistoric – the desire for an object, in the case of An Earthly Child, the object is fire. The nature of the object is irrelevant, but how it can be used to tell a story is and that is the point of the examination. In presenting a fully stated up Stone Age Tribesman, they also discuss the possibility of playing a Companion from a primitive time. Rounding the entry for each story is a selection of Further Adventures hooks that could be run as possible sequels.

Advice and extra information like this continues throughout The First Doctor Sourcebook. So for example, there are stats and write ups for the very version of the Daleks from The Daleks; how to handle long journeys and the theft of the TARDIS as in Marco Polo; on using telepathy in The Sensorites; and how to portray non-human or non-humanoid characters as in the Menoptra, Optra, and Zarbi of The Web Planet. In all of these it does not present extensive write ups of every character to appear in each episode – that would take up a great deal of space and anyway, these are easy enough for the GM to create by himself. The pertinent ones are given though, except for one odd omission, that of the Meddling Monk from The Time Meddler. As a renegade Time Lord, his stats and a fuller write up can be found in The Time Traveller’s Companion. Rounding out The First Doctor Sourcebook is a set of characters for every one of the Companions who accompanied the First Doctor on his travels.

Physically, The First Doctor Sourcebook is a slim hard back book, suitably illustrated throughout with black and white photographs – hopefully by the time Cubicle Seven Entertainment gets to The Third Doctor Sourcebook it will be in colour. The volume feels solidly researched and well written, but if there is a downside to the book, it is that not going to appeal or be of use to everyone, and that is going to be an issue with each of the subsequent volumes in the series. After all, almost everyone has their favourite Doctor and also their least favourite Doctor, and that may be reflected in the Doctor Sourcebooks that they purchase. With The First Doctor Sourcebook, the adventures presented here may not be as dynamic or as knowing or as exciting as those of new Who, but there is nothing to stop the GM from bringing those elements to the Hartnell era or treating the era as a change of pace. Or indeed as a starting point for a campaign that revisits each of the eleven eras of the Doctor.

The First Doctor Sourcebook gets the Doctor Sourcebook series for the Doctor Who: Adventures in Time and Space roleplaying game off to a well-done start. It will be a pleasure to see if the authors can carry it on for The Second Doctor Sourcebook, The Third Doctor Sourcebook, and more…
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Sunday, 22 September 2013

United We Stand

Posted on 12:02 by Anthony Carold
Earth has a problem. As good as the Doctor and his companions have proven to be in defending the planet from numerous threats, from the Daleks and the Cybermen to dinosaurs and demons, the travellers aboard the TARDIS cannot always be present. Fortunately, when the good Doctor goes off gallivanting around the universe and back, there is a single agency that stands against all of the aliens that would threaten humanity and has done for the last fifty years and will do so for decades to come – UNIT. Originally the ‘United Nations Intelligence Taskforce’, but since renamed the ‘Unified Intelligence Taskforce’, UNIT is the ultimate in NGOs, an international agency backed by every nation on Earth that commands regular military units, scientific research teams, and investigative teams. Its remit is to locate and identify alien threats; to study their biologies and technologies – and reverse engineer said technologies to further benefit Earth’s defences; and to take command of the militaries of Earth in order to defend the planet. Now you too can be part of UNIT – if you have the best to offer the Earth’s defences then you might be what UNIT is looking for!

Or rather, now you can roleplay a member of UNIT with Defending the Earth: The UNIT Sourcebook, which offers an whole new campaign type to GMs and players of the Doctor Who: Adventures in Time and Space roleplaying game. In keeping with The Time Traveller’s Companion and The First Doctor Sourcebook, the other recent sourcebooks for the game, Defending the Earth: The UNIT Sourcebook comes as a solid hardback, fully illustrated and engagingly written. It presents a complete history of UNIT, rules for creating UNIT characters and facilities, expanded rules for guns and combat, data files on innumerable memorable members of UNIT, and of course two adventures.

The history starts out with UNIT’s pre-history, discussing particular incidents before UNIT’s foundation such as the efforts of the Intrusion Countermeasures Group against the Daleks in 1963 and the Great Intelligence’s occupation of the London Underground in the late 1960s. Once founded, the history canters along touching upon all of the televisual appearances of UNIT, from its countering of The Invasion attempt by the Cybermen to the ‘Year That Never Was’ under the regime of The Master. The book as such does not directly mention particular Doctor Who stories; references are instead made enough that a GM in the know should be able to identify them with ease. It comes up to date with a complete description of the modern UNIT and its facilities, equipment, security clearances and document classifications. Pages are devoted to a description of the Valiant, the aerial aircraft carrier funded by the British government and of course, UNIT HQ UK.

Along with various UNIT developed gadgets and new gadget Traits, the sourcebook allows the GM and his players to create a base of their own. This of course, begins by describing the base’s purpose and description so as to have some idea as to what sort of missions its staff, and thus the player characters, will undertake. Depending upon on the desired size, a base receives a number of points to spend on Good Base Traits, which of course can be added to by giving the base, Bad Base Traits. 

OUTPOST MENDIP-1
Ever since its foundation UNIT has had something of a rivalry with Torchwood, and one area where the two organisations have always clashed is Cardiff, specifically over who got to monitor the Cardiff Rift. In the end, Torchwood stood firm and maintained a base in the city specifically to keep an eye on the space-time rift and anything that came out of it. UNIT though, was still determined to monitor the Cardiff Rift and if it could not do so from within the city itself, it could from one of the points where the ‘end’ of the rift would frequently anchor itself – Glastonbury.

OUTPOST MENDIP-1 is located beneath the offices and warehouses of Esoteric Supplies Direct, a wholesale supplier of all things ‘magical’, from dowsing rods and crystal balls to Tarot decks and wands. Its primary remit is the monitoring of the Cardiff Rift, but also monitors the comings and goings of various inhabitants and visitors to Glastonbury for anything ‘odd’. Given the nature of the things that might come out of the Rift, it was decided that the outpost needed access to UNIT’s database, a laboratory to study whatever it was that came out, and somewhere to hold them. Given the effect that the Cardiff Rift sometimes has on the local power infrastructure, the outpost has its own power supply.

Currently, Commander Wyndham is the chairman of Esoterica Direct Supplies and head of OUTPOST MENDIP-1. It is his first assignment to UNIT and he is finding having to adapt to being both a civilian and a military man something of a challenge, let alone commanding scientists rather than military men and directing the delivery of magical gewgaws rather than Her Majesty’s naval assets. Nevertheless, he believes himself up for the job and this posting a stepping stone to a better role, if not promotion. 

Database Access (Good Base Trait)
Holding Cells (Good Base Trait)
Internal Sensors (Good Base Trait)
Laboratory (Good Base Trait)
Secret (Good Base Trait)
Space-Time Rift (Bad Base Trait)
Reactor (Bad Base Trait)

Fundamental to UNIT are its staff and Defending the Earth: The UNIT Sourcebook gives the data files for a wide array of NPCs. These include typical members, from UNIT Privates and UNIT Privates (Experienced) right up to the Brigadier, the ranking officer in the United Kingdom. These are accompanied by data files for UNIT’s most notable members, starting naturally with Brigadier Lethbridge-Stewart, the Third Doctor, Liz Shaw, Jo Grant, Sergeant Benton, and Sarah Jane Smith, and coming right up to date with Professor Malcolm Taylor and Captain Erisa Magambo. Guidelines are included that players to create their own characters. These still use the rules from the Doctor Who: Adventures in Time and Space roleplaying game to which are added a selection of new Traits, of which the inclusion of Five Rounds Rapid (Major Good Trait) is obligatory. It enables a character to leap to up the initiative order and attack when ‘Talkers’ or ‘Doers’ act.

Our sample character is Flight Sergeant Brian Beasley, a UNIT veteran who has spent his career shuffling back and forth between assignments with the RAF and UNIT. In over thirty years he has seen everything and faced down numerous alien threats – Daleks, Cybermen, the Slitheen, the Korasterack Incident, and more… Along the way he has lost friends and colleagues, and he now approaches the job with a sense of weary necessity. He has lost his sense of wonder at the universe and what it has to offer, and is really beginning to look forward to a happy retirement. So he was pleased to be assigned to the quiet OUTPOST MENDIP-1 where he could spend his last few years in relative peace – well, relative for UNIT that is… His relatively easy going approach is unfortunately at odds with the more forward thinking attitude of his new commanding officer, Commander Wyndham.

Flight Sergeant Brian Beasley
Awareness 4 Coordination 3 Ingenuity 3
Presence 3 Resolve 4 Strength 3
Athletics 1 Convince 2 Craft 0 Fighting 3
Knowledge 3 (History of UNIT) Marksman 3 Medicine 0 Science 0
Subterfuge 0 Survival 1 Technology 3 Transport 4
Traits: Brave (Minor Good Trait), Five Rounds Rapid (Major Good Trait), Hot Shot (Minor Good Trait), UNIT Veteran (Special Good Trait), Rank (Minor Good Trait), Voice of Authority (Good Minor Trait); Eccentric (Minor Bad Trait), Obligation (UNIT) (Major Bad Trait)
Home Tech Level: 5 Story Points: 8
Motivation: To retire safely!

In comparison to normal games of the Doctor Who: Adventures in Time and Space roleplaying game, a campaign involving UNIT will have a more ‘bullish’ approach to it and this is reflected in the new rules for combat. These expand upon the details for firearms and their use, for explosives, and for handling battles. In comparison with other RPGs, the new rules for firearms are not as detailed, but they do add rules for range and gun types. This being the Doctor Who: Adventures in Time and Space roleplaying game, guns are still deadly, but they are a necessity in a UNIT game. The new Mass Combat rules handle the type large engagements that UNIT is expected to handle in the twenty-first century and as you would expect allows for the involvement of player characters and keeping everything dramatic without overcomplicating things.

One last issue that UNIT has to deal with is that of ‘Public Relations’, or rather covering up the fact that a local Job Centre has been infiltrated and is a front for a Zygon operation. Mechanically, this is about coming up with a good cover story that will counter the various sources of exposure, and in keeping with the game, the rules are kept simple.

As noted earlier, campaigns involving UNIT are more bullish than is standard in the Doctor Who: Adventures in Time and Space roleplaying game. It being a more team based RPG and a military themed RPG means that a UNIT campaign deals with themes of loyalty, bravery, and morality. Several campaign types are suggested, such as exploring off-world, First Contact, artefact recovery, conducting research, and more. These can be built around a single type of character, such as soldier or scientist; around UNIT Freelancers who investigate small incidents, but on a casual basis; or around UNIT CRASH (Critical Response and Special Handling) Teams, that respond to emergencies and secure sites of alien incursion. These ideas are accompanied by scenario seeds in addition to the UNIT Crisis Generator! Rounding out Defending the Earth: The UNIT Sourcebook is a pair of mixed group adventures.

Physically, Defending the Earth: The UNIT Sourcebook is very nicely presented with plenty of photographs taken from the television series. It does need an edit in places, but overall the book has an engaging tone and throughout there are some jolly little touches – the list of UNIT briefing documents is ever so slightly tongue in cheek as is the section on Britishness.

Sooner or later, Cubicle Seven Entertainment had to publish a sourcebook for UNIT for the Doctor Who: Adventures in Time and Space roleplaying game and in Defending the Earth: The UNIT Sourcebook, the ‘sooner’ has been worth it. Although its primary focus is on playing UNIT during its more modern incarnation, the inclusion of stats and write-ups of the Third Doctor and the Brigadier – the latter both for when he was in command of UNIT in the United Kingdom and after he retired – enables a campaign to be set in the past, or at least pay it a visit. This is an engaging sourcebook that does a good job of developing the material presented on the television screen without overdeveloping it whilst presenting a book full of ideas and possibilities. Together these can take a Doctor Who: Adventures in Time and Space roleplaying game in a whole new direction – the defence of the Earth.
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