Sunday, April 15, 2012

Season 4, Episodes 1-3

So, we got our fourth season started! This new season of Lady Penelope’s Odyssey is called “the Great Game”; its most important events will be directly tied to the ongoing cosmic struggle between the Black Guardian (Chaos) and the White Guardian (Order) – a conflict which was made evident during the last episodes of the previous season; following various events of cosmic magnitude such as the destruction of Gallifrey, the Judgement of the Doctor and the reboot of the so-called Web of Time, the rules of the Great Game were slightly altered – and the agents of Equilibrium (a concept embodied by the Azure Guardian) must now keep things in check, in order to preserve the history and balance of the various continuums. The main organizing force behind these “agents of Balance” is none other than the Doctor, now in his final incarnation; his TARDIS has become a cross-time haven for all temporal adventurers of good will; he has become a true “Doctor of Time”, since his mission is now to diagnose, anticipate and heal the wounds and illnesses of Time itself. All this leaves Lady Penelope as the only roving / adventuring Time Lady – and in this fourth season, she will have to make tough choices about her own role in the grand scheme of things – or, as some prefer to call it, the Great Game.

So far, we’ve played the first three episodes:

Episode 1: Lord of Misrule

Back in Lord Christopher Marlowe’s alternate continuum, Lady Penelope finds herself locked in a deadly battle of wits against a mysterious time meddler known as Duke Prospero, to save a world where Shakespeare’s play was never written from the Tempest of the Sirens of Time.

Episode 2: Raiders of the Fallen Star

Siberia, 1920: the height of the Russian civil war. Can Lady Penelope and Edward Wilberforce uncover the secret of the 1908 Tunguska Event before the Mad Baron destroys History as we know it? A tale of warlords and exiles – with some Rutans and Sontarans, too.

Episode 3: Hearts & Minds

When she chose to salvage Countess Katia Kazakovna from the turmoil of history, Lady Penelope knew she would have to accept the responsibility and the consequences of this decision – and so did the Black Guardian. The Great Game has just entered a new phase…

See you soon for the next update!

Sunday, January 1, 2012

Season 3, Episodes 10-13

We've just finished playing the two-part finale of the Web of Time, the third season of Lady Penelope's Odyssey - so here are the blurbs of our last four episodes.

Episode 10: Merry Christmas, Mr Cromwell

A desperate prayer sent through space and time reaches Lady Penelope’s TARDIS, bringing her to London, on the 23rd of December 1654. Will she succeed in bringing the spirit of the season to England’s Lord Protector, Oliver Cromwell – the man who banned Christmas?

Episode 11: The Shadow Over Shanghai

Shanghai, on New Year’s Eve 1920. As a new decade dawns, Penelope joins forces with Jack Harkness and Edward Wilberforce to save the young century from a fiendish conspiracy. But time is running out – can our heroes save history before the clock strikes midnight?

Episode 12: Judgement Day

After outwitting the Black Guardian and saving everyone at Torchwood 3, Lady Penelope is finally reunited with the Doctor, who stands accused in a trial of cosmic magnitude. Featuring Captain Jack Harkness, the Valeyard and no less than four Guardians of Time.

Episode 13: Ever After

Can Lady Penelope help the Last Doctor to come to terms with some of his more painful memories – and accept his ultimate role as Warden of the Web of Time? For this, she will need all the help she can get – including that of the Doctor’s lifelong companion, his TARDIS.

Thursday, October 27, 2011

Season 3, Episodes 7-9

As we are entering the second half of Lady Penelope's Odyssey's third season ("The Web of Time"), here are the blurbs of the three latest episodes we've played:

Episode 7: No Man’s Land

July 1916, the Green Fields of France – aka Hell on Earth. Lady Penelope must, once again, juggle with Time, history and her own decisions. Featuring Captain Jack Harkness, the Man Who Wouldn’t Die, and introducing Lt Edward Wilberforce, the Man Who Should Have Died.

Episode 8: Temporal Power

They have erased the Time Agency out of history. They are the watchers, sentinels and regulators of the Web of Time. They call themselves the Time Authority – and they want a word or two with the last Time Lords (and Lady) of the universe.

Episode 9: Deus Ex Machina

Lady Penelope, Mortimus and the Doctor finally get to meet the Higher Power behind the Time Authority – an old foe with a new face, a new name and a new plan for the universe. Can Merlin’s daughter defeat the Ghost in the Machine before it becomes God?

Sunday, September 4, 2011

The Temporal Toybox

I've finally compiled my various alternate and optional rules for DWAITAS in PDF format. While I was at it, I've streamlined, cleaned up, clarified and updated some of the sections. It's called "The Temporal Toybox", it's 7-page long, it can be downloaded from the Miscellaneous Links of this blog or directly from here.

The various topics are:

- Skill Levels & Unskilled Attempts

- The Craft skill (no, don't run, I've shortened this to a single half-page :) )

- Aliens & Knowledge

- Tech Levels & Skills

- Perception

- Feats of Strength

- NPCs, Dramatic Stature & Story points

- Conflicts & Story points

Check it up!

Sunday, August 28, 2011

Campaign Notes: Season 3, Episodes 4-6

Time for another batch of episode blurbs!

Episode 4: Reconquista!

Another 1595. England has been living under Spanish rule for 7 years, since the victory of the Armada. It's time for Kit Marlowe, playwright, time-traveller and spy extraordinaire to make a truly historic come back - with the help of a certain Time Lady.

Episode 5: Pride & Probability

1834. Who is really Miss Ada Byron's new mathematics teacher - and why is he plotting to destroy her friendship with Charles Babbage? Lady Penelope saves History once again in this decidedly Austenian tale of science and sensibility.

Episode 6: Time & Tide

Places to go, people to see, dilemmas to solve. Can Lady Penelope run the risk of unraveling the Web of Time just to save a few lives from the tides of History? Perhaps the Doctor has the answer... Oh, and did we mention Captain Jack Harkness?

Tuesday, July 12, 2011

Campaign Notes: Our Third Season (first episodes)

So, we've started the third season of Lady Penelope's Odyssey a few weeks ago. Here are the blurbs of the first three episodes we've played:

Episode 1: Demons of the Mind

Lady Penelope goes on holiday in 1909 Vienna, immerses herself in the local Zeitgeist, meets Klimt, Schiele, Freud, Jung - and foils the dark designs of her old enemies the Lloigor…

Episode 2: Age of the Captain

Back in the 2010s, Penelope discovers the link between the future of the Torchwood Institute and the past of the Time Agency – and finally gets to meet Captain Jack Harkness!

Episode 3: The Sycorax Situation

Having driven off the Hounds of Tindalos from the streets of Cardiff, Penelope travels with Captain Jack through the Rift, encounters an alien horde - and faces a life-affecting choice.


I've also decided to give a title to each season - a title reflecting the overall theme or "arch" of the season. So, season 1 was First Steps, season 2 was Time Lady... and season 3 will be known as The Web of Time (a phrase which will feature as a Bad Wolf-like meme in each episode, culminating in the final two-parter).

Sunday, July 10, 2011

House Rule: Some Thoughts on Tech Levels

The following post details some simple rules to make Technology Levels (or “Tech Levels”) as I’ll subsequently refer to them) more significant in game terms (beyond the obvious equipment-related effects detailed on pp 65-66 of the Gamemaster’s Guide). These optional rules first started life as a series of thoughts and ruminations on the effects of the Time Traveller trait in game terms, rather than as rules on Tech Levels per se.

The following paragraphs make frequent reference to a character’s “most advanced Tech Level”. This normally refers to the Technology Level of the character’s culture of origin (i.e. TL 5 for 21st century humans) – but for characters with the Time Traveller trait, this refers to the highest Tech Level their time travelling experience has allowed them to master. Thus, if a 21st century character acquires the Time Traveller trait for Tech Levels 3, 4, 7 and 9, his most advanced Tech Level will be 9.

Tech Levels & Equipment

Although no skill is specifically mentioned in this section, the rules detailed on p 66 of the Gamemaster’s Guide obviously refer to the Technology skill, which governs the use and repair of most technological items.

While this is not explicitly mentioned in the game, it also makes sense to expand these rules to the Transport skill. Thus, a flying ace from WW1 (Tech Level 4) would incur a -4 penalty when trying to fly a Tech Level 6 spaceship, while a character from the early 21st century (Tech Level 5) would suffer a -2 penalty when handling a sailing ship from the age of exploration (Tech Level 3).

Tech Levels & Weaponry

Following that same line of reasoning, it would also make sense to apply similar penalties to the Marksman skill – yet, one might also argue that the technological differences between missile weapons of different eras are less complex (at least in terms of use and operation) than between vehicles and other machines. Or, in other words, a pistol is a pistol is a pistol, regardless of how many technological refinements you add to its basic working principles. To reflect this, the penalty for using a missile weapon of a higher Tech Level than your most advanced TL should be reduced to -1 for each TL of difference (instead of the usual -2).

Thus, a swashbuckling pirate from the 17th century (Tech Level 3) would only incur a -3 penalty when using a Tech Level 6 energy blaster (instead of a massive -6). The -1 penalty for each TL of difference for lower Tech Levels would, however, remain unaffected, so that a 21st century character (Tech Level 5) would suffer a -3 penalty to his Marksman skill when attempting to use a medieval English longbow (Tech Level 2).

Tech Levels & Science

Since technology is a direct byproduct of science, a character’s most advanced TL should also set the upper limit as to what his Science skill covers. Even the greatest scientists of our period (TL 5) would probably find it impossible to comprehend the complexities of Time Lord science (TL 10) – at least without some hefty Story points expenditure.

Gamemasters who wish to reflect this in game terms may give some important scientific concepts a minimum Tech Level representing the point at which that particular concept becomes a full part of the Science skill. Let’s take the example of time travel. The Technology Levels chart given on p 32 of the Gamemaster’s Guide identifies Tech Level 8 as the first “time faring” level: thus, only characters whose most advanced TL is 8 or higher could apply their Science skill to time-travelling concepts – at least without incurring some penalties. Scientists whose most advanced TL is less than this minimum would suffer the usual -2 penalty per TL of difference.

Thus, a 21st century scientist (Tech Level 5) would suffer a -6 penalty to his Science skill when dealing with the basics of temporal science – meaning that a scientific genius with 5 or 6 in both Science and Ingenuity might actually have a chance here, especially if he has a few Story points in store. Thus, under exceptional circumstances, historical geniuses like Albert Einstein could have a more than reasonable chance of working out the solution to some tricky temporal theory problem.

Unlike equipment, however, scientific concepts available to lower Tech Levels obviously give no penalties. Once a concept or discovery (such as Newton’s law of gravity or Einstein’s theory of relativity) becomes part of the established body of scientific knowledge, it remains there and does not constantly ‘improve’ the way equipment tends to. In other words, as Tech Levels increase, Technology changes (reflected by the -1 penalty per TL of difference for using technology from a lower Tech Level), while Science (which concerns itself with the basic truths of how the universe works) merely expands (no penalty for dealing with scientific concepts of a lower TL).

Gamemasters who wish to bother with such minutiae could even decide to give a corresponding bonus of +1 per TL of difference in such cases: if, for instance, we classify the basic principles of how planets and stars interact with each other as a TL 3 concept (since that would be the TL corresponding to characters like Galileo or Copernic), a scientist from the 21st century (TL 5) would get a +2 bonus to his Science skill when dealing with such basic notions, while a scientist from a far more advanced culture (say, a TL 10 Time Lord) would get a massive +7.

Thus, a Time Lord from Gallifrey would not simply be someone with a high Science skill but would be able to take full advantage from the extraordinary scientific advancement of his native culture: using these rules, a character’s Science skill level no longer reflects an absolute measure of his scientific knowledge but a relative one (i.e. within the conceptual boundaries of his native culture, as represented by its Tech Level), so that a Gallifreyan student with 1 or 2 in Science could comprehend and operate concepts which would normally be beyond the reach of the greatest scientists from 21st century Earth.

Of course, such penalties and bonuses for scientific concepts should only be used in situations where such concepts have a major dramatic impact on the story – but in such situations, they give a more significant edge to characters who originate from technologically (and scientifically) advanced cultures, which seems only fair in game terms as well as from a dramatic perspective. This also means that Time Travelling scientists (i.e. characters with the Science skill and the Time Traveller trait) who have become familiar with cultures more advanced than their own will automatically broaden their “scientific horizons” (by becoming familiar with a higher TL than their native one), without necessarily improving their Science skill itself.