Friday, July 21, 2017

Review: Doctor Who Roleplaying Game

Doctor Who Roleplaying Game Doctor Who Roleplaying Game by Cubicle 7
My rating: 4 of 5 stars

It's been at least 15 years since I played a tabletop RPG, not that I haven't thought about it. When a Humble Bundle popped up for the Doctor Who RPG and 16 additional supplements for only $15, I figured it might be time to jump back in.

First off, the book is gorgeous. It's packed with photos from the 12th Doctor's adventures. The font and color choices of the text make it very readable.

Like a lot of roleplaying games, the book starts with an intro to roleplaying for noobs and then goes into a brief overview of The Doctor and his universe. A sample encounter is given to show an example of play.

The next chapter is all character creation, namely attributes, skills, and traits. It also asks the age old question "Who gets to play the Doctor?" I plan on having the Doctor be an NPC so I get to play him! Take that, players! Anyway, character creation is based on points so there will be a level playing field. Good traits give you advantages, bad traits give you disadvantages but also an additional character point. There are story points that let you alter a situation to your advantage.

The third chapter is about actually playing the game. The rules are pretty light. Roll a couple dice, add some attributes, compare to a number. The wider the margin of success or failure, the more dramatic the results. Combat is pretty lethal, which will encourage more Doctor Who-like adventures and less D&D style monster bashes. There are also stats for equipment and things of that nature.

Next is a chapter all about time travel, like paradoxes and other timey-wimey things, like Timelords, TARDISes, and other things that begin with the letter 'T'. Creatures are up next, complete with a section on aliens as player characters. Running the game and sample adventures round things out, along with an appendix of character sheets for The Doctor, Clara, and other.

It's a lot of material to digest but, as I already stated, the rules are pretty light. It looks like an easy game to teach someone. Also, there are archetypes in the appendix so people wouldn't have to start from square one when creating characters. I think the rules serve the setting well and I could see running a campaign using them. The book only covers the first season of the 12th Doctor, though, so some people might find something to complain about.

I'm not totally committed to attempting to run a Doctor Who campaign but I'm more excited about tabletop RPGs than I have been in years. Four out of five stars.


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