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Dr. Who RPG: any good?

Started by Bedrockbrendan, September 14, 2012, 11:07:13 AM

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Bill

As a huge HUGE, DR Who fan who also like rules lite systems....


Sell me on this game despite my dislike of 'bennies/hero points/etc...'


Could you simply ignore those aspects of the system?

Dan Davenport

Quote from: Bill;583721As a huge HUGE, DR Who fan who also like rules lite systems....

Sell me on this game despite my dislike of 'bennies/hero points/etc...'

Could you simply ignore those aspects of the system?

I don't think so. The "average" Companion would be toast.
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TristramEvans

#32
Quote from: Bill;583721As a huge HUGE, DR Who fan who also like rules lite systems....


Sell me on this game despite my dislike of 'bennies/hero points/etc...'


Could you simply ignore those aspects of the system?

Yes, easily. They exist to allow a mechanical excuse for a GM to allow a character to pull off extraordinary actions (Rose absorbing the Time Vortex, The Doctor dealing with the Family of Blood, etc). With an intuitive and cinematic-minded GM, they could just as easily allow these events on their own without leaving it up to a player spending points from a resource pool. Unlike FATE, Story Point spending and effects are completely at the discretion of the GM, more akin to the Fate points from WHFRP than anything. Also, they are intended to be awarded rarely, unlike Fate points or FASERIP's Karma points. If a character earns 1 story point per session they are doing extremely well. Thus it's somewhat bizarre to hear them spoken of as an "economy" within the game.

jadrax

Quote from: Bill;583721Sell me on this game despite my dislike of 'bennies/hero points/etc...'

Could you simply ignore those aspects of the system?

You could, but any semblance of balance would go out of the window. They are also pretty intrinsic to how some items actually work (the Sonic Screwdriver for example). That said you could easily tone them down or make it very clear the use of such things has to make sense.

That said its a really solid system that makes a game that to me as the GM felt very much like I was running a TV show.

Anon Adderlan

Quote from: RPGPundit;582602Well, given that I had a hand in its development, I have to say that yes, its fairly good.

*recordscratch*
*spittake*

wwwwHAAAT?

You had a hand in designing a storygame?

Quote from: Bill;582677What the heck is "managing a story point economy" ?

It's making sure that players have just enough Story Points that the adventure can move forward at an engaging pace. Too many points and the challenges won't be challenging enough. Too few and the players will likely hoard them and not take risks. And it doesn't matter what the actual refresh rate is unless the players realize what it is, because they're reacting to what they think will happen, not what is actually happening with the economy.

Quote from: jdurall;582715The 11th Doctor has 8 to start with, while Amy Pond has 12.

9 if you count The Doctor's sonic screwdriver.

And the difference is STILL not enough to balance Timelords with Companions IMHO.

I actually think some kind of system where Companions can accomplish more by working thru/with/against The Doctor rather than spending 'points' would have been a more eloquent and setting appropriate solution. And unless things have been added to the 11th edition, the game needs FAR more useful information on how to manage the SP economy, because despite the game's apparent simplicity, the emergent complexity of the SP economy is a newbie trap.

Quote from: Bill;583721Could you simply ignore those aspects of the system?

No. Well yes, but the system would require heavy modification.

TristramEvans

#35
This thread makes me think alot of people didn't understand Story Points. If players NEED to spend Story Points to complete an adventure, you're doing it wrong.

Bill

Quote from: TristramEvans;583738Yes, easily. They exist to allow a mechanical excuse for a GM to allow a character to pull off extraordinary actions (Rose absorbing the Time Vortex, The Doctor dealing with the Family of Blood, etc). With an intuitive and cinematic-minded GM, they could just as easily allow these events on their own without leaving it up to a player spending points from a resource pool. Unlike FATE, Story Point spending and effects are completely at the discretion of the GM, more akin to the Fate points from WHFRP than anything. Also, they are intended to be awarded rarely, unlike Fate points or FASERIP's Karma points. If a character earns 1 story point per session they are doing extremely well. Thus it's somewhat bizarre to hear them spoken of as an "economy" within the game.

I guess I don't see the need for the mechanic.

The GM should decide when Rose is able to absorb the time vortex and uncreate a Dalek fleet.

The GM decides when the Aliens are scared to death of the Doctor.

I am uncomfortable with a mechanic initiating or limiting this.

TristramEvans

Quote from: Bill;583963I guess I don't see the need for the mechanic.

The GM should decide when Rose is able to absorb the time vortex and uncreate a Dalek fleet.

The GM decides when the Aliens are scared to death of the Doctor.

I am uncomfortable with a mechanic initiating or limiting this.


I never saw it that way, as the Gm has complete discretion over Story Point spending. More that it establishes a correlation between characters doing heroic or courageous things (earning a story point), and later pulling off a magnificent stunt in the last minute to not only save the day, but do it with Doctor Who panache.

Bill

Quote from: TristramEvans;584090I never saw it that way, as the Gm has complete discretion over Story Point spending. More that it establishes a correlation between characters doing heroic or courageous things (earning a story point), and later pulling off a magnificent stunt in the last minute to not only save the day, but do it with Doctor Who panache.

Feels like an extra mechanic that you just do not need.

I do admit I am very biased after experiencing bennies in savage worlds.

I also hate it when a gm doles out inconsistant rewards on the spot for things.

So I am biased.

TristramEvans

Quote from: Bill;584095Feels like an extra mechanic that you just do not need.


Sure, but this is a game aimed at a new audience, peopel who have never played RPGs before. If it was an ivory tower RPG, the rules wouldn't have needed to be bigger than a comic book. Newbies like structure, and many new GMs are such "slaves to the rules" that they don't know when to or aren't confident enough to break them. Story Points are essentially just a reminder to the GM "hey, you can break some rules to make something cool happen here".

QuoteI do admit I am very biased after experiencing bennies in savage worlds.

I also hate it when a gm doles out inconsistant rewards on the spot for things.

So I am biased.

Fair enough, I have my own biases. It may not be the game for you. But I recommend looking at it like a toolbox full of new tools someone's designed. You know yourself, you know what playstyle works for you. You can probably tell, as I can, what parts of a rule system would be a benefit or would help you accomplish a certain type of game, and which ones won't. I just personally found that the Dr. Who RPg contained more of the former than the latter.

Bill

Quote from: TristramEvans;584101Sure, but this is a game aimed at a new audience, peopel who have never played RPGs before. If it was an ivory tower RPG, the rules wouldn't have needed to be bigger than a comic book. Newbies like structure, and many new GMs are such "slaves to the rules" that they don't know when to or aren't confident enough to break them. Story Points are essentially just a reminder to the GM "hey, you can break some rules to make something cool happen here".



Fair enough, I have my own biases. It may not be the game for you. But I recommend looking at it like a toolbox full of new tools someone's designed. You know yourself, you know what playstyle works for you. You can probably tell, as I can, what parts of a rule system would be a benefit or would help you accomplish a certain type of game, and which ones won't. I just personally found that the Dr. Who RPg contained more of the former than the latter.

I would probably like the system without the story points.

Unless it is set up so a character can't accomplish anything without them :)

The Butcher

Quote from: chaosvoyager;583867*recordscratch*
*spittake*

wwwwHAAAT?

You had a hand in designing a storygame?

:popcorn:

beeber

Quote from: The Butcher;584107:popcorn:

yeah, still waiting on the response to that one :rotfl:  

looking into the mirror and seeing the swine staring back at you, :pundit: ?

TristramEvans

Quote from: beeber;584152yeah, still waiting on the response to that one :rotfl:  

looking into the mirror and seeing the swine staring back at you, :pundit: ?



Um, Dr. Who isn't a "storygame". The Gm and players remain in traditional roles.

The Butcher

Oh, it's going to take him a while.

But when he sees it, I want to be around for the fireworks. :D