This campaign is intended to be a story of personal development and strength in the face of adversity and adventure. Events will be jocular and gregarious, as well as dystopic and oppressive, but through it all the intention is to advance the story of the campaign, and each character’s individual stories. The emphasis of the campaign and story will be on creative plans and excellent roleplaying over combat and battles (though there will be a few of those in there as well).
We will be using the Dr. Who: Adventures in Time and Space roleplaying game for this campaign. The first question on your mind is likely: Why?
- The system is simple to apply and relies more on narrative than hard mechanics
- The game considers a character developing their story a reward for continuing campaigns
- There are little differences that will put most players in the hot-seat, should they not be able to adapt
Those changes are, in no specific order:
- Needless Killing is Punished
A character who kills someone needlessly, in cold blood, loses ALL of their Story Points, which is an integral mechanic of the game. Those who stood by and let it happen may lose HALF of theirs, should the GM decide. More details on how this will be used can be found here.
- Creative Combat
The core mechanic includes a system for talking someone into not shooting, and more. It will allow players to get and stay involved in the game regardless of their “build”.
- Narrative Development
Characters develop over time, based on how they are playing their characters, but there is no hard mechanic for this development. Instead, they give a general guideline of time and reasoning for increasing attributes or skills, and all of them require a character invest themselves in their own narrative. More on how this system will be used in this campaign can be found here.
But I don’t like canon universes…
Well, good. Because this won’t be one. Might you deal with a typical Who villain from time to time? If there is interest in it, then maybe. The universe is an infinitely vast place, and if you account for multiple universes, then it’s even more.. vast.. er? Basically, the Doctor has things to do, and they don’t have to do with you (unless the group resoundingly asks to see/meet him as a whole).
The system is TOO simple…
That’s a good thing, sometimes. It allows for creative applications, as well as making a small amount of Skill Points more valuable to the character in the long run and at creation. Trust me, it works in this context, as far as I’m concerned.
What do you mean I can’t kill…
You can. What I mean is you can’t kill with impunity. The player characters are the HEROES of the story, no matter how big a dick they’re being played as. Heroes should find a better way, if there is one, than simply run-and-gunning every encounter.
But enemies can kill us with impunity…
True. VERY true, in some cases. That’s what makes them the bad guys, for the purposes of the campaign. The loss of Story Points is supposed to in some small way represent the emotional weight of killing a person that most people never RP, so please keep that in mind.
I don’t want to play a human…
Then don’t. There are systems in place to play aliens, or to be alien in appearance. Just understand that things may not be as happy for you in human-centric areas of time/space/causality if you can’t pass for human.