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PART TWO
ROLE-PLAYING: WHAT IT IS AND HOW TO DO ITYour
fingers are trembling, but you tell yourself it is only the effect of the
biting wind that you can hear whistling through the battlements and the
rigging of the aerial.
You flip open the compartment on the side of the black cylinder and press
the buttons of the timer. Ten minutes should be plenty of time to reach
the ground and take cover in the alleys of the ruined city. One final
check: the canister is wedged securely against the control box of the
transmitter and the timed detonator is functioning. You can already feel
the thrill of victory: there is enough nitro-nine packed into this bomb to
blow apart the top half of the tower. Without the transmitter, the
Kysarans' Termination Fleet will be unable to make landfall. You press the
red button; the message 'COUNTDOWN' flashes on the LCD.
Peering through the battlements, you see the courtyard below is deserted.
After one final check of the crampons digging into the crumbling
stonework, you lift yourself over the parapet. As you hang by your
fingers, your feet flail in the air until they find the first rung of the
rope ladder. Biting your lip, you start to descend.
When you reach the roof of the guardhouse, you breathe a sigh of relief.
The ladder that snakes up the tower above you is obvious evidence of an
intruder, but nothing can be done about it now; you have to hope that no
one spots it during the next few minutes. As you prepare to jump down to
the courtyard, you hear voices.
Lying flat on the slates you peek over the edge of the roof: two gigantic
Kysarans, anonymous in blood-red power armour, are marching across the
flagstones towards the tower's entrance directly below you. Between them
they are dragging a prisoner: the Doctor. His hands are manacled; he
appears to be unconscious. The Kysarans take him into the tower.
You try to steady your racing heart and your whirling thoughts. If the
Doctor is taken to the upper levels of the tower, the imminent explosion
will finish him. There is time -- perhaps just enough time -- to clamber
up the ladder and stop the countdown, but just one slip, just a few
seconds' delay, and you risk being blown to bits along with the tower. The
Doctor's diversion has obviously failed: the Kysaran advance guard could
send the landing signal to the main fleet at any moment, so the
transmitter has to be destroyed. Perhaps you should continue with your
plan, jump to the ground and take shelter in the nearby ruins, hoping that
the Doctor will be kept in the lower part of the tower and will survive
the explosion.
You look at your watch: six minutes to detonation. Have you enough time to
follow the Kysarans into the tower, rescue the Doctor and get him clear
before the blast occurs? You have to decide what to do, and you have to
decide now. Every second counts.
Imagine yourself in this predicament. What would you do? Can you decide?
You must decide!
Have you decided what to do? You have? Congratulations, you have just
taken the first step in role-playing!
A BRIEF HISTORY OF
ROLE-PLAYING
Role-playing lies between play-acting and real acting. When children
pretend to be hunters, gladiators, fighter pilots, mums and dads, doctors
and nurses, they are play-acting. So are adults who put on airs and
pretend to be more genteel than they are. Actors who put on costumes and
pretend to be heroes or clowns are engaged in real acting.
The above examples are at the two extremes of a spectrum. Play-acting is
unstructured and the rules of play are made up as the game progresses:
children's games of make-believe often degenerate into arguments, with one
of the Indians refusing to be gunned down and accusations from the cowboys
about cheats who don't take their shots. Real acting, on the other hand,
is usually so structured that it is unchangeable, as it is when an actor
performs the dialogue and actions of a play. Role-playing is
semi-structured: the idea is to allow for spontaneity within a framework
of rules.
Actors were almost certainly the first people to use role-playing
techniques. In order to understand the personality of the character he is
representing, an actor imagines himself as the character in situations
other than those that occur within the text of the play. If, according to
the script, the character blusters when threatened, how might he react if
he were in mortal danger? And what would he do if the threat turned out to
be only a practical joke? The actor, by imagining his character in such
situations, hopes to project a fully rounded personality on stage.
This technique is widely used by actors today; it is known as
improvisation, and most drama students are taught it. In the twentieth
century, dramatic improvisation is useful in many other areas, such as
psychotherapy and management training. In these contexts it came to be
known as role-playing. A psychotherapist might ask a patient to imagine
himself as someone else -- his own father, perhaps; two management
trainees might be pitted against each other in a hypothetical setting,
with one playing the role of a personnel manager and the other that of a
trade union official.
As the above examples demonstrate, improvisation and role-playing are
usually supervised activities bounded by a definite purpose and by rigid
guidelines, yet they remain open-ended: the decisions of the participants
decide the course of events.
All of the role-playing explained so far involves an element of acting:
the role-player moves and speaks in character. But as any writer of
fiction knows, role-playing can be a silent, sedentary exercise. It is
possible to imagine Shakespeare, who was an actor as well as a playwright,
putting himself into the personality of each of the characters in his
plays without leaving his writing desk. He would have sat, quill in hand,
thinking himself into a role -- for instance that of Hamlet, Prince of
Denmark -- and then asked himself: what would Hamlet do when he realized
that the funeral he was watching was that of his beloved Ophelia? Any
novelist, and indeed any DOCTOR WHO scriptwriter, uses exactly the same
technique: Ace knows that if the bomb explodes the Doctor might die, but
unless the transmitter is destroyed the planet will be devastated -- what
would Ace do?
To sum up, there are three elements in role-playing: a structure of rules
and motivations that are supervised by one person; the other participants
thinking themselves into the roles of the characters involved; and a story
produced by the interactions of the decisions made by the characters.
Role-playing has become popular as an entertaining pastime. A group of
friends gather together, each adopts a role, and they create a story
between them. To avoid chaotic disputes about who is permitted to do what,
one of the group acts as the supervisor; he usually uses a set of
established rules to control the session.
TIME LORD is a set of rules that enables a group of people to role-play
the characters from the television series DOCTOR WHO: TIME LORD is the
DOCTOR WHO role-playing game.
Commercially available role-playing games and the hobby of playing them
have a relatively short history. The first and best known game was
Dungeons & Dragons. The earliest editions of this game revealed its
origins as a cross between swords and sorcery fiction and wargaming with
toy soldiers. Having created a wargame campaign in which massed battalions
of model humans, dwarfs, elves and goblins fought across a fantasy world,
the game's inventors wanted more: they wanted to be able to play the game
at an individual level, to give life to the individual heroes, generals
and wizards who led the armies. They invented rules that allowed each
player to make decisions on behalf of the individual characters in the
game; soon, the military set pieces were being ignored in favour of
small-scale adventures in which a band of individual characters would
brave the dangers of subterranean labyrinths. Dungeons & Dragons was born.
The game reached Britain shortly after it appeared in the United States in
the mid 1970s. At first it interested only a very few people: it was,
after all, an unusual sort of game. It consisted of just three densely
printed rule books; there was no board, no counters, and no definite
objective except to create an adventure. But its arrival coincided with a
surge of interest in games of all types, and it became a cult hobby among
teenagers and young adults on both sides of the Atlantic.
Other role-playing games soon followed, and by the mid 1980s the hobby of
playing games had become ingrained throughout the English-speaking world.
Role-playing games, and their simplified offshoots of gamebooks and
computer adventure games, were and are dominant within the hobby.
Many hundreds of role-playing games have been produced. They tend to
reflect the genres of popular fiction or, to a much lesser extent, real
life. Thus a gamer can play the role of an interstellar explorer, a
sword-wielding warrior, a private investigator or a modern infantryman.
Books, television and films were an obvious source of inspiration for
role-playing games and manufacturers were quick to produce tie-ins: a
gamer can be a fictional spy in the game James Bond, a member of a
starship crew in Star Trek, a hobbit in Middle-earth, or even one of the
Beatles in a short-lived product entitled Yellow Submarine.
DOCTOR WHO, with more than a quarter of a century of television stories
that provide a mass of background details and a wealth of characters,
villains and monsters, is the ideal subject for a role-playing game.
KEY CONCEPTS IN
ROLE-PLAYING GAMES
The Rule Book
In most proprietary games, the book of rules is only one of many
components: a role-playing game often consists of nothing but a book of
rules; no other special components are required. This book is the rule
book for the DOCTOR WHO role-playing game, and it is all that is needed
apart from two ordinary six-sided dice, pencils and paper to start
creating and playing new adventures.
The function of a role-playing game rule book is twofold. First, it
provides background information and guidelines for creating adventures,
for the use of the game's supervisor (known in TIME LORD as the referee).
Second, it furnishes a set of rules to govern the success or failure of
the actions attempted by the characters played by the other players.
The Referee And The Players
The participants in a role-playing game are the referee and the players.
The referee devises in advance the setting and basic plot of an adventure;
he administers the game, interprets the rules and plays the roles of the
villains, monsters and minor characters. The players take on the roles of
the major characters, such as the Doctor or one of his companions.
How A Game Is Prepared
It is up to the referee to decide in advance how many players there will
be, how long the game will last, how difficult the adventure will be to
complete successfully, and what equipment, if any, will be required.
The referee has a considerable responsibility, and he will have to prepare
the adventure in advance of a game session. If he uses a ready-made
adventure, such as the one in Part Five, he will find his task relatively
simple: he will be told how many players the adventure is designed for,
roughly how long it will last, and whether he should provide any equipment
other than the dice, pens and paper that are required for every game. It
is more fun and more satisfying for the referee to create an adventure of
his own, but this takes time and requires considerable planning and some
previous experience of the game.
Number Of Players
In theory there is no maximum limit on the number of players that can take
part, although each adventure will probably be designed for a specific
number or a set maximum number of players. In any case there are practical
difficulties: a game with more than half a dozen players will overload all
but the most experienced, quick-witted and resilient of referees. TIME
LORD works best with one referee and three or four players, each of whom
controls one character.
There are also space constraints on participants, because ideally all the
players should be seated round the same table, with the referee at the
head of the table and slightly apart from the players. Under this
arrangement the players can talk easily to each other; they have a solid
surface on which to rest their notes and to write; and they can all see
the centre of the table, where the referee may want to place diagrams,
maps, and even models to help the players visualize the setting of the
adventure. The referee, meanwhile, can see and hear all the players.
Duration Of A Game
A role-playing game need have no time limit. Even when an adventure comes
to an end, the referee may choose to treat it as simply one episode in a
longer story: the game can continue, in theory, for ever. Once again there
are practical constraints, among them the participants' need for sleep and
sustenance. It is easy for the referee to create a one-off adventure and
find a group of players that can get together for one or two sessions of
play; a referee cannot be expected to come up with a continuous, unending,
inventive storyline. It is also difficult to gather the same players in
the same place at the same time over and over again. One-off adventures,
similar to one four-part DOCTOR WHO television story, will therefore be
usual; episodic epics, along the lines of those linked series of DOCTOR
WHO stories that last for an entire television season, will be rare.
Equipment
The referee's preparations and the imagination of the players are the most
important extra components for a game of TIME LORD. Apart from a copy of
this book (which only the referee needs to have, although the players will
find it useful to have copies, too) the only equipment required is a
supply of paper, pens and dice.
Other equipment may be introduced at the referee's discretion. One of the
most useful playing aids is a set of floor plans, which are used to
provide a visual representation of the rooms and spaces in which the
adventure takes place; these can be drawn in advance by the referee, or he
can use one of several types on sale in games shops.
Miniature figures, which are used to represent the players' characters,
minor characters and monsters, can be placed on the floor plans to give an
instant idea of the locations and relative positions of the characters and
their opponents. When carefully painted, miniature figures of metal or
plastic can be minor works of art and add immediacy to any game. Suitable
figures can be found at specialist games shops. Floor plans and figures
are particularly helpful, to both referee and players, when a skirmish
takes place during an adventure.
Finally, although the players will no doubt make their own notes, sketches
and maps, the referee can provide maps and charts to help the players
visualize the setting of the adventure and understand the relative
locations of particular places. The information provided in this way
should not, of course, exceed that which the players' characters find out
during the course of the game. Such maps and charts can be as simple as a
helpful scrawl, scribbled quickly to clarify a particular question, or as
elaborate as facsimiles of the very maps that the characters retrieve from
the TARDIS's data store.
The Objective
In most games the players compete with each other; the game finishes when
one of the players wins by eliminating all the other players, for
instance, or by accumulating a predetermined amount of play money.
A role-playing game is different: instead of competing, the players
co-operate to explore the setting and overcome the obstacles created by
the referee. Apart from the crucial business of keeping their characters
alive and functioning, the players' objective in a role-playing game is
usually one of two types: in some games the main objective is to collect
booty and slaughter opponents, while others are more like detective
stories in which the players' objective is to solve a mystery. Many
role-playing games manage to combine the two aims, but in nearly all cases
the key to success for the players is co-operation.
TIME LORD, true to the spirit of DOCTOR WHO, does not encourage the
players' characters to take part in looting and pillaging; TIME LORD
adventures involve the players' characters in solving mysteries, averting
catastrophes and righting wrongs.
The players do not oppose each other; their characters work as a team, and
the opposition is provided by the referee. The villainous plot or imminent
disaster, and the savage monsters or power-hungry aliens, all are provided
and managed by the referee. If the players fail, their characters may end
up hurt or even dead; if they succeed, they can take satisfaction from a
job well done, and look forward to that relaxing holiday that the Doctor
has promised them on Florana, Metebelis 3 or the Eye of Orion.
How To Start Playing
The referee devises an adventure or studies a ready-made adventure. He
gathers together a supply a pens, paper and dice. He prepares any other
equipment that he thinks will prove useful to himself or to the players --
for instance maps, models, pictures, and character sheets. He invites
players, usually one for each character in the adventure, to a gaming
session.
If the players are familiar with DOCTOR WHO and TIME LORD, the adventure
can commence immediately. If not, the referee explains how a role-playing
game works, describes the background of the characters, and makes sure
that all the players understand their characters' abilities and the basic
principle of the TIME LORD rules: beat the difference.
The referee describes the situation in which the players' characters find
themselves at the start of the adventure: the game begins as soon as the
players respond by telling the referee how their characters react.
Characters
Character is the general term used to describe any role that the referee
and players of TIME LORD assume during an adventure: the Doctor, his
companions and even enemies such as the Master and the Meddling Monk are
all characters. Those characters that are played by the referee are called
referee characters; those adopted by the players are player characters.
All characters have beliefs and mannerisms that make them unique. TIME
LORD is about playing such aspects of a character to the full, not about
manipulating the numbers that are used to define his physical and mental
prowess.
A player will generally play either a generation of the Doctor or one of
his companions -- an ordinary person who has joined the Doctor on his
travels. Which characters are played depends on the adventure the referee
has planned and on the number of players. It is suggested that players
pick or are given companions who have travelled with the Doctor at the
same time: a group of four players might choose to play Ian Chesterton,
Barbara Wright and Susan Foreman in addition to the first Doctor; a group
of two players might choose to play Jo Grant with the third Doctor.
Especially large groups can be catered for by bringing in irregularly
appearing characters such as the Brigadier, Captain Yates and Sergeant
Benton. Suitable groups are listed with the details of each Doctor in Part
Four.
The referee can also introduce characters he has created which a player
can run during an adventure or even carry on playing in future adventures.
Companions often make temporary friends during an adventure and these
referee characters can temporarily become player characters to ensure that
anyone who wants to play TIME LORD can be assured of a role. Ace, for
example, made friends with a Chinese girl, Shou Yuing, in Battlefield and
teamed up with her to find out what was going on. In Delta and the
Bannermen, the Welsh girl Rachel -- who had made motor bike maintenance a
hobby -- proved a useful ally to the Doctor. Such characters are ideal
choices as new companions; in the TIME LORD game they can easily join the
Doctor on other adventures.
The most challenging way of providing players with balanced characters is
to allow each player to assume an incarnation of the Doctor and to play an
adventure like The Five Doctors or The Three Doctors. This solution is
recommended only for experienced players: the Doctor's mysterious nature
and erratic genius makes him difficult to role-play well -- having five
Doctors around magnifies the problem tremendously!
New players, especially those who are unfamiliar with role-playing, should
not be daunted by the character they are given. Role-playing is like
acting: some people are good at it and others are appalling. There are
some splendid examples of bad acting in the television series, so a player
who cannot throw himself into a role is hardly setting a precedent -- in
fact he is making an accurate contribution to the adventure!
Players should use the descriptions of their characters provided in Part
Four to help them imagine how they should act in a given situation. The
player should not act in the way he would ordinarily react but in the way
he imagines the character would respond. This is the essence of a
role-playing game. A player who, for example, is a member of the
Territorial Army might be tempted to have his character fight any alien
that was encountered: such behaviour would be accurate if he were playing
Sergeant Benton but would be out of character if he were playing Victoria
or Nyssa.
There are some basic tips to ensure your survival in a hostile universe:
dodge and run! Most characters can out pace their pursuers, so running
away is always a good idea if the Daleks are still approaching; once they
are on top of you, dodge everything unless you are very competent in close
combat. If the enemy is in strength, surrender to buy thinking time.
Fighting is dangerous, so get involved only if you can get the advantages
of surprise or numbers.
TIME LORD is a game and is meant to be fun. The enjoyment should come as
much from playing a character well as successfully completing an
adventure. Characters should co-operate with each other most of the time
because teamwork is vital to the successful completion of an adventure.
Yet conflict between characters should not be overlooked as a source of
enjoyment: teasing or outright personality clashes are very much a part of
DOCTOR WHO.
SWITCHBACK
A solitaire DOCTOR WHO adventure
On the following pages you will find an excerpt from the DOCTOR WHO
adventure Switchback. The excerpt has been configured as a solo
role-playing game: you will play the role of one of the Doctor's
companions.
You will need two dice; paper and a pen will be useful, too. This
Switchback excerpt has been adapted to use the TIME LORD game rules. As
you play it, you will gain a good idea of how a game of TIME LORD
progresses. A few unavoidable simplifications, however, have been made.
There will be only one player -- you -- and therefore you will not
experience the complexities that arise in multi-player games. More
significantly, there is no referee: the book controls the game, providing
you with information about your character's situation and prompting you to
decide what your character should do.
In a real game with a human referee, the possible actions of your
character are almost infinite: if you were role-playing Jamie, for
instance, and Jamie were to meet an unfriendly monster, you might decide
that Jamie would attack, or run away, or pretend to faint, or play the
bagpipes, or dance a reel, or anything else that you decide Jamie might
do. In Switchback, because there is no human referee to respond to the
potential variety of your character's behaviour, your character will be
offered only a few options.
Within these limitations, however, this extract from Switchback will
introduce you to the concept of playing a character and to the basic rules
of TIME LORD.
How To Play
Before you start you should choose which character you want to play.
Printed here are summaries of the character sheets of two of the Doctor's
companions: Tegan, the Australian air hostess, and Jamie, the Highland
piper. Full details of these characters are given in Part Four on pages 84
and 76 respectively.
Alongside each illustration you will find a list of the character's
abilities. Each ability has a numerical value. Next to some of the
abilities you will see special abilities, which also have numerical
values. The use of these numbers will be explained in the course of the
game. The important thing to notice is that the two characters have
different ability scores: Jamie has a higher Strength ability than Tegan,
for instance, but Tegan has a higher Knowledge ability.
If you play Switchback twice, once as Jamie and then as Tegan, you will
appreciate how these different ability scores affect each character's
actions.
Jamie McCrimmon
Abilities and special abilities
Strength: 5, Cheat Death 1
Control: 4, Brawling 2, Edged Weapons 2, Marksmanship 2,
Mountaineering 2
Size: 4
Weight: 4
Move: 3, Running 1
Knowledge: 3
Determination: 4
Awareness: 3, Acute Hearing 1, Musicianship (bagpipes) 1
Equipment: dirk (edged weapon, Wounds 4)
Tegan Jovanka
Abilities and special abilities
Strength: 3, Cheat Death 2
Control: 4, Marksmanship 1
Size: 3
Weight: 4
Move: 3, Driving 1, Running 1
Knowledge: 4, First Aid 1, TARDIS 1
Determination: 5, Independent Spirit 1
Awareness: 3, Acute Hearing 2, Artist 2, Con 1, Striking Appearance
2
Equipment: laser cutter (counts as edged weapon, Wounds 4)
Make a note of this page number; you will need to consult these character
sheets while you play Switchback.
Now choose your character, think yourself into your chosen role, turn the
page, read The Story So Far and follow the written instructions. Good
luck!
The Story So Far
The TARDIS has stopped moving, much to the Doctor's surprise. It seems to
have materialized somewhere, although the Doctor has been unable to
understand the sensor readings. The viewing screen reveals nothing except
darkness. The Doctor has tried without success to make his craft take off
again. He has decided that he has to find out where the TARDIS has landed;
he has gone to explore outside, leaving you in the TARDIS control room
with strict instructions to wait until he returns. Turn to Module 1.
Module 1
The Doctor has been absent for about half an hour and you are becoming
very bored. Suddenly you hear a noise: a familiar, raucous grinding sound.
The time rotor is moving -- the TARDIS is about to take off! If it
dematerializes without the Doctor on board, he will be stranded and you
will be adrift in time and space. You must do something.
Rushing over to the central console, you stare at the bewildering array of
flashing lights. You must try to work out how to switch off the
dematerialization sequence. The TARDIS consists of very advanced
technology. Using even a simple control requires some skill and knowledge.
Every task in TIME LORD is given a difficulty: stopping the
dematerialization sequence has a difficulty of 6.
What is your Knowledge? Look it up on your character sheet. Your Knowledge
represents, among other things, your understanding of technology. If you
have the TARDIS special ability, add that number to your Knowledge to
determine your total ability in this case; if not, your Knowledge on its
own is your ability score.
Just so you know whether you are right, your ability to operate the TARDIS
should be 3 if you are playing Jamie; if you are playing Tegan, you should
have worked out that your ability is 5.
Subtract your ability score from the difficulty (6) of the task you are
attempting. This value is known as the difference:
Difficulty minus Ability (including special ability if applicable) equals
Difference
Now you must try to beat the difference (Jamie needs to beat a difference
of 3 to succeed; Tegan must beat a difference of 1). Roll two dice.
Subtract the lower number from the higher. If the result is greater than
the difference, you manage to switch off the time rotor. If the result is
equal to or less than the difference, you fail.
Whether or not you succeeded in turning off the time rotor, give yourself
a pat on the back: beat the difference is the single most important
concept in the TIME LORD rules, and you have just learned how to use it.
Now back to the adventure: if you managed to stop the time rotor, turn to
Module 13; if you failed, turn to Module 5.
Module 2
You can see the pulse of energy expanding from the Drekkar's blaster, but
you are powerless to avoid it. A ball of fire seems to engulf you. The
blaster inflicts 6 Wounds, which is greater than your Strength ability:
you are unable to withstand the assault on your nervous system and are
thrown to the floor. You lie there, inert and unconscious.
In time, your body tries to recover. You have taken 6 Wounds. Subtract
your Strength from 6. The result is the difference that you have to beat
in order to recover.
Roll two dice. Subtract the lowest number from the highest. If the result
is greater than the difference, you regain consciousness and, with an
aching head and shaking limbs, you wander into the darkness, turn to
Module 4. If the result is equal to or less than the difference, you fail
to recover, turn to Module 14.
Module 3
Your weapon is suitable for use only in close combat, so you will have to
close with the Drekkar before you can attack it. Your Move is 3 and the
Drekkar is about three metres away (a difficulty of 1), so you can reach
it.
If you decide to hurl yourself at the creature and attack it, turn to
Module 11.
If you would rather advance on it cautiously, weaving and dodging as you
move, with a view to attacking it later, turn to Module 7.
Module 4
The darkness is almost absolute. You sense, rather than see, that you have
wandered into a maze of corridors. With your hands outstretched you
stumble towards the dimmest hint of light. You eyes are not deceiving you;
there is light ahead. You turn a corner and see an illuminated cubicle
that looks something like a lift. You step into it without hesitation. A
shutter descends behind you, and you wait for the cubicle to start moving
upwards or downwards. Instead, you become aware of a regular droning
noise; the light starts to pulsate. You have wandered into a Drekkar
control box: the device is attempting to overcome your will and make you
subservient.
Fortunately, a Drekkar's Determination is lower than a human's, and the
control box cannot automatically control you in the way that it controls a
Drekkar. It has an Determination ability of 1, which with its Hypnotize
special ability of 2 gives it a total ability of 3 when attempting to
control you. Your Determination is higher than 3, so the control box has
to beat the difference to subjugate you.
Subtract 3 from your Determination: the result is the Difference that the
control box has to beat. Roll two dice on behalf of the control box.
Subtract the lowest number from the highest. If the result is greater than
the difference, turn to Module 6; if the result is equal to or less than
the difference, turn to Module 12.
Module 5
You simply cannot work out how to shut down the dematerialization
sequence. The longer you gaze at the winking displays, the more confused
you become. Suddenly you remember that the TARDIS cannot dematerialize if
its doors are open. You run to the side of the room and throw yourself at
one of the huge doors. It moves, but only a little. The TARDIS is
obviously on the point of dematerializing. Opening the door will be a real
test of your strength.
This task has a difficulty of 5. Look up your Strength score on your
character sheet. Subtract your Strength from the difficulty of 5 to
produce the difference that you have to beat. If your Strength ability
score is 5, the difference is zero (5 minus 5 equals 0), but you still
have to try to beat it and there is still a chance that you might fail.
Roll two dice. Subtract the lowest number from the highest.
If the result is greater than the difference, you manage to push the door
open. Behind you, the time rotor slows and stops, and the lights fade as
every other circuit in the TARDIS seizes up in sympathy. You squeeze
through the half-open door. Turn to Module 9.
If the result is equal to or less than the difference, you cannot make the
door budge. The time rotor accelerates relentlessly. Turn to Module 18.
Module 6
You cannot resist the power of the control box. You feel your willpower
dwindling and shrivelling while your mind is filled with comforting
thoughts of order and obedience. You become a brainless slave, destined to
patrol the dark corridors of this hijacked interstellar colony ship --
until and unless you are rescued by the Doctor, the occurrence of which is
beyond the scope of this small solo game. Turn to Module 19.
Module 7
You zigzag towards the Drekkar, trying to prevent it taking aim at you.
The Drekkar tries to shoot you: the difficulty of this task is your Size
plus your Control plus the difficulty arising from the range, which in
this case is 1. Consult your character sheet and calculate this
difficulty. The Drekkar has stopped moving, so its total ability is its
Control of 3 plus its Marksmanship special ability of 1: a total of 4.
Subtract this figure from the difficulty to find the difference that the
Drekkar has to beat. Make a note of this value.
Now, on behalf of the Drekkar, try to beat the difference. Roll two dice,
and subtract the lowest number from the highest. If the result is greater
than the difference, the Drekkar hits you, turn to Module 2.
If the result is equal to or less than the difference, the Drekkar's shot
misses you, turn to Module 10.
Module 8
The Drekkar is less impressive than it looks. It has a Strength of only 2,
and therefore one successful blow from your weapon (which inflicts more
Wounds than the Drekkar's Strength) is enough to disable the large
creature.
The Drekkar topples slowly and silently, landing with a crash on the metal
floor. You do not wait to find out how quickly it recovers: you run into
the darkness. Turn to Module 4.
Module 9
You throw yourself through the door, only to find that the outside world
is darker than the interior of the TARDIS. The floor sounds as if it is
made of metal. Your footsteps echo faintly, suggesting that you are in a
cavernous void. You can see nothing at all at first, then a light appears
in the distance. It approaches slowly and you can make out the shape of a
tall, lumbering, metal-encased humanoid.
You will find out later -- perhaps -- that the creature is known as a
Drekkar. Make a note of these abilities:
Drekkar
Abilities and special abilities
Strength: 2
Control: 3, Marksmanship 1
Size: 2
Move: 2
Determination: 2
Equipment: blaster (ranged weapon, Wounds 6), metal skin (counts as
Armour 5)
You call out a greeting, but there is no reply. When the Drekkar is about
three metres away from you, it lifts some sort of gun and points it at
you. You have only two choices: run (turn to Module 16) or attack (turn to
Module 3).
Module 10
A bolt of blue energy from the Drekkar's blaster flashes past your head.
The weapon jerks upward in the creature's claw, and you are close enough
now to hear its muted curse. You can seize your chance to attack it or to
run clear.
If you decide to attack, turn to Module 15. If you carry on running past
the Drekkar and into the darkness, turn to Module 4.
Module 11
You hurl yourself towards the Drekkar without thinking about dodging, but
even as you charge you see a spurt of light from the muzzle of its weapon.
You present quite an easy target for the creature: the difficulty of its
task is your Size plus the difficulty of shooting at the distance between
it and you (1). Consult your character sheet, calculate this difficulty,
and make a note of it.
The Drekkar's total ability in this situation is its Control of 3 plus its
Marksmanship special ability of 1, a total of 4. Subtract this from the
difficulty to produce the difference that the Drekkar has to beat to hit
you.
Roll two dice on the Drekkar's behalf. Subtract the lowest number from the
highest. If the result is higher than the difference, the Drekkar's shot
hits you, turn to Module 2.
If the result is equal to or less than the difference, the Drekkar misses
and you get your turn to attack. Turn to Module 15.
Module 12
Persuasive images of order and obedience to a higher cause batter your
brain, but you remain unconvinced. The control box is unable to overwhelm
your will. As the mental pressure recedes, you become aware of a familiar
voice intruding into your mind.
'There you are last!' says the Doctor's unmistakable voice. He sounds
distinctly peevish. 'What kept you? I've been trapped inside this mental
imposition machine for at least ten minutes, and that's ten minutes too
long as far as I'm concerned. Now run along, find my body, and put my mind
back into it. And do hurry up about it.'
Reuniting the Doctor's mind and body is a task that takes us beyond the
confines of this brief game. Congratulations are in order, however, for
you have taken your character out of the erratically behaving TARDIS,
encountered a Drekkar guard and successfully thrown off the effects of a
mind-controlling machine. Turn to Module 19.
Module 13
Your fingers stab uncertainly at the controls. You hold your breath: the
time rotor begins to slow. As it stops, however, your sigh of relief turns
to an exclamation of alarm. Every circuit in the TARDIS is failing. The
lights are fading fast. Just in time, you throw the door switch before all
the power disappears and the doors inch open. You have no idea what is
wrong with the TARDIS, but you know you cannot repair it by yourself. You
have to find the Doctor. You feel your way through the darkness to the
door. Turn to Module 9.
Module 14
Your attempt to recover from your wounds has failed, at least for the time
being. In a full game of TIME LORD you would be given further
opportunities to try to recover and, of course, there is always the
possibility that the referee would arrange for someone -- the Doctor, the
Drekkar, a passerby -- to give you medical attention. You would probably
survive, but you can take no further part in this adventure. Turn to
Module 19.
Module 15
You try to strike the Drekkar. This is a basic combat situation and the
difficulty of your task is calculated very easily: the difficulty is the
Size, or relative smallness, of your target which in this case is 2, as a
Drekkar is quite large.
Your total ability is your Control plus any relevant special ability if
you have one. (Tegan's Marksmanship special ability will not help her to
use a laser cutter, but Jamie's Edged Weapons special ability will add 2
to his total ability because he is using his dirk.)
Your total ability is greater than the Difficulty, so there is no
difference to beat: you automatically hit the Drekkar. The damage you
inflict is equal to the Wounds rating of your weapon, but can you
penetrate the Drekkar's armour-plating?
The Drekkar's metal casing has a protection value of 5, but your weapon
inflicts only 4 Wounds -- less than the Drekkar's Armour. Subtract your
weapon's Wounds from the Drekkar's Armour of 5. The result (1) is the
difference that you have to beat.
Roll two dice. Subtract the lowest number from the highest. If the result
is greater than the difference, your blow penetrates the Drekkar's Armour,
turn to Module 8.
If the result is equal to or less than the difference, your weapon slides
harmlessly across the creature's armour, turn to Module 17.
Module 16
The Drekkar has a Move ability of only 2. Your Move ability is 3 and in
this situation your Running special ability of 1 also proves very useful!
You can easily outdistance the Drekkar, but as it lumbers after you it
takes a shot at you with its blaster.
Add your Size to the difficulty of firing at the distance between the
Drekkar and you (now 2). The result is the difficulty of the Drekkar's
task in hitting you. The Drekkar's total ability is its Control of 3 plus
its Marksmanship special ability of 1, minus the difficulty caused by its
movement (1) -- a total of 3. Subtract this total from the difficulty to
produce the difference -- the answer should be 3, whether you are playing
Jamie or Tegan.
The Drekkar has to beat this difficulty of 3 to hit you. Roll the dice and
subtract the lowest number from the highest. If the result is greater than
the difference, the Drekkar's shot has struck you, turn to Module 2.
Otherwise the pulse of blue energy crackles harmlessly past you, turn to
Module 4.
Module 17
No emotion shows in the Drekkar's face as your weapon skids uselessly
across the metallic plates of the creature's armour. It merely continues
to bring its blaster to bear on you. You find yourself staring into the
smoking muzzle of the energy weapon. Will you try to dodge the next pulse
of energy (turn to Module 7), or will you throw yourself into combat
against the Drekkar in another frontal attack (turn to Module 11)?
Module 18
You are trapped in the TARDIS and you cannot prevent it from
dematerializing. Eventually the time rotor slows to a stop, and you know
the TARDIS has come to rest. But you could be anywhere in time and space.
You will just have to hope that the Doctor finds some way of rescuing you;
for the moment, however, this adventure is at an end.
Go back to the beginning and try again!
Module 19
We have to leave Switchback at this point: if we printed the entire
adventure there would be no room for anything else in the book. But if you
play through this solo game a few times, using first one character and
then the other, you will find that you learn a great deal about the
mechanics of playing TIME LORD.
This small extract from an adventure includes: the use of an ability to
attempt a simple task, close combat and ranged combat, recovery from
wounds, the use of an ability to resist a mental attack, many examples of
the effects of different abilities on the balance of play, and frequent
use of the basic rule of TIME LORD: beat the difference.
Don't be put off by the number of calculations you have to do during
Switchback: this is a solo game and you have to do the work of both player
and referee. If you were playing the character of Tegan or Jamie in a real
game, the referee would know the difficulty of each task your character
might attempt, the relevant ability of your character and therefore the
difference you would have to beat. All you would have to do is to roll two
dice!
A Note For Beginners
Even if you had never heard of DOCTOR WHO and role-playing games until you
started reading this book, you should now be ready to play a character in
a game of TIME LORD if you have read and understood everything up to this
point.
Part Three and Part Four of this book will provide you with a wealth of
further information about the game and about the DOCTOR WHO universe, much
of which will be very useful to you as a player.
A Note For Prospective Referees
By now you know the basic concepts behind TIME LORD. But don't start
rushing to design your own adventures just yet. You will need a thorough
understanding of Part Three and Part Four of this book, and then you
should study Part Five, which is full of information for referees.
Now let's plunge into Part Three, which is a detailed exposition of the
TIME LORD rules. |
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