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Playtest of DW: AiTaS Scenario

The Easter weekend has been quite interesting, and somewhat stressful, at times.

While most of the internet seems to have watched "The Eleventh Hour", the new season premiere of Doctor Who featuring Matt Smith in the title role, I have spent the weekend doing a bit of reading, running playtests of one of the Doctor Who: Adventures in Time and Space rpg games that I'll be running at CanGames in mid-May, and just catching up on a few things on the 'net.

The scenario has been...brutal...in the playtests (three so far), simply because the run time of the scenario a) has not been consistent; and b) has gone over on two of the three playtests. I've got the final playtest of this one on Friday night. The revisions to the scenario that I've made as a result of the first three run-throughs of the adventure will be incorporated in, and I think that the scenario works pretty well right now. Then I have to start getting my act together on the playtest of the second scenario, which has a lot more stuff going on.

The good news is that I'm off today. Plan to relax a bit, and do some reading.


( 4 comments — Leave a comment )
Apr. 5th, 2010 05:05 pm (UTC)
I'll be interested to hear your further thoughts on the system. I picked it up at Gally, but haven't given it a proper read-through, yet...
Apr. 5th, 2010 05:17 pm (UTC)
The game system is, when all is said and done, pretty wonderful. There's nothing really new about it, but the game mechanics are simple, they fit the Doctor Who spirit and genre extremely well, and they make the game a joy to play.

Were there any specific things you wanted to know about or discuss?
Apr. 6th, 2010 03:13 am (UTC)
I'm curious too. Is it easy to stat up NPCs? Balance said NPCs with the party? Is the system intuitive to use both in play and during GM game prep?

Apr. 6th, 2010 02:48 pm (UTC)
Good questions, mate.

To answer the first, it's realtively easy to stat up NPCs. If one is creating a new alien species or creature, that may take a bit longer (depends on what you want the creature to have).

Balancing the NPCs with the party is another trick. Bear in mind, that in theory, there isn't really a balance in characters. I mean, take Rose and David Tennant's Doctor...there isn't a lot of balance there, is there? But the game handles that rather well, to be honest, by using a simple character generation system that allows you to have more points for characters, or less. Tennant's Doctor has the Time Lord (Experienced) Trait multiple times to reflect his experience. Rose, on the other hand, has the Inexperienced Trait to reflect her life at the time she started travelling with the Doctor. That said, the game system does have its own form of balance, in that the system for creating characters works well.

The system is very much what a game that simulates and attempts to catch the feel and flavour of Doctor Who needed. It is very much intuitive for the most part, although the uses to which Story Points are put adds a very interactive GM/Player element to the game.

Any other specific questions you might have? I'll do me best to answer them, and will try to post up an example of character creation shortly today.
( 4 comments — Leave a comment )


John Kahane

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