Monday, November 16, 2020

Season 15, Episode 3... and Regeneration!

Episode 3: Rising Kings

Following her clash with the Lloigor in 1901 and her discoveries about the Lost Branch of the Tanu, Penelope goes back to the alternate future of King Arthur, in 2123, to study the situation of Ireland in this bright new age and, perhaps, the possibilities of regenerating the last of its dormant Tanu - only to discover that the dark powers of the earth are rising again…


Episode 3 was the epic conclusion of our ‘Irish triptych’ – and marked a new beginning for Lady Penelope, who regenerated into her seventh incarnation after a climactic and desperate battle with a gigantic Lloigor incarnate!

When the regeneration occurred, we proceeded as usual: we took a short (15 minutes) break to choose a new appearance for the character (who now looks like Eleanor Tomlinson) and then resumed play, with a slightly dazed Penelope waking into a new body, with a new face. Still unsure about her new personality, she tied a few loose ends in the 22nd century (with a very moving scene with her ex-lover King Fenn of the Tanu – more on this in a future post) and then got back to her TARDIS.

Next stop: Avalon. The Time Lady needs to talk with the Doctor about a few things, to entrust Rose Doherty (from episode 1) to the care of the Count of Saint-Germain (so that she can free her from Aleister Crowley’s hypnotic conditioning) and to settle down in her new body, before resuming her travels and adventures in time and space.



Long live Penelope the Seventh!

Sunday, November 8, 2020

Season 15, Episodes 1-2

Sylvie and I have begun a new season of Lady Penelope's Odyssey, starting with a diptych set in 1901 Ireland featuring the visionary poet W.B. Yeats and misguided mystics meddling with the Ancient Powers of the Earth... 

Episode 1: An Otherworldly Lady
Dublin, October 1901. The energy of the new century has reinvigorated the spirit of ancient ages. Enjoying a bit of temporal tourism in a beautiful city brimming with dreams, ideas and visions, Lady Penelope meets the greatest Irish poet of his time, William Butler Yeats, who also happens to believe in Magic, Faeries and the Unseen… Let the play begin!
   
Episode 2: Sleeping Gods
Samhain draws near. A time where the Gates to the Otherworld open and the Unseelie wreak havoc upon the world of man. Following the events in Dublin, Penelope and Yeats arrive in Coole Park, home of the famous Lady Augusta Gregory on the west coast of Ireland. Can they stop the agents of the Red Twilight before they awake the dark, ancient powers of the land?


As can probably be guessed from the above blurbs, the two episodes were linked by the same overall plotline but each adventure also had its own objectives, making them a diptych rather than a two-parter. They had somewhat contrasting settings (Dublin for episode 1 and Coole Park - that's near Galway, on the west coast of Ireland - for episode 2, with some glorious autumnal woods) but explored the same milieu (the Celtic Revival, in its various aspects - cultural, political and even mystical). 

Episode 1 was centered on a devious scheme hatched by the notorious Aleister Crowley (who had quite a history, to put it mildly, with W.B. Yeats, his "fellow" Golden Dawn member) to destroy Yeats' reputation, involving a certain Rose Doherty, a (fictional) young woman completely enthralled by Crowley's hypnotic powers who would have met a tragic end if Penelope hadn't intervened to thwart the Great Beast's dark designs. Crowley himself was absent from the story (he was travelling abroad at the time and had set the whole thing beforehand, much like switching on a time-bomb before leaving the scene) but his presence was felt throughout the story, as the unseen manipulator and mastermind.  In order to carry out his plans of vengeance, Crowley had allied himself with an Irish (fictional) secret society, the Red Twilight, whose own dangerous dabbling with ancient powers provided the narrative link between the two episodes. Of course, their secret emblem was a radient red sun on a green field - Crowley's own design for the future flag of Ireland (yes, he did that too). 

Episode 2 involved the Lloigor and an undiscovered, very important bit of Tanu lore - two races who have regularly featured in our series (check the previous seasons...) and who really couldn't be left out of a story set in Ireland, since the Tanu are obviously based on the Tuatha dé Danann (or, as far as our series' fictional reality is concerned, the other way around...) and my own version of the Lloigor include quite a few parallels with the mythical Fomorians...

Both episodes were a joy to play, with quite a few beautiful (and even poetic) moments of emotion. Penelope acted as the elusive woman of mystery, with some decidedly fey undertones - an Otherworldly Lady, to quote the title of the first episode - as well as a very responsible, level-headed Time Lord, putting things right, safeguarding History and dropping a few words of wisdom and inspiration before vanishing in her TARDIS...  

We also had some nice comedic moments - such as when the Red Twilight guys realized that Penelope perfectly understood Gaelic (thanks to the TARDIS' translation circuits) or when Yeats narrated the notorious "Battle of Blythe Road" between him and Crowley (just check it out...), turning what had obviously been a somewhat grotesque scuffle into a mystical battle of wills between two mages.

The diptych featured some notable Irish historical personages in addition to Yeats and Lady Gregory: George Moore, Douglas Hyde and Lady Gregory's son William Robert, a future WWI flying ace whose death in 1918 inspired one of Yeats' more moving poems, An Irishman Foresees his Death (which I gave to the player during the epilogue).

Last words: the starting events of our next episode will obviously be dictated by the consequences of episode 2... so perhaps our Irish Diptych will turn out to be a Triptych. 

See you soon! 



 


Sunday, October 18, 2020

The Problem with Episode 200

 Hello everybody

Next week or so, we'll be resuming Lady Penelope's Odyssey for its 15th season!  

And as some of you might remember, I had mentioned that the very first episode of this forthcoming season would be the 200th of our campaign - something of a landmark, milestone or whatever that I intended to celebrate with a Very Special Episode (a concept which gave me hours and hours of ruminations, myriads of promising-but-eventually-doomed ideas and numerous returns to Square One...

And then I finally found a great idea for the beginning of our next season.

And then I recounted the episodes, just to be sure. And there were 200, not 199 as I had first (mis)counted. I probably forgot a Xmas special in my calculations - we'll never know.

Probably some timey-wimey interference...

So episode 200 is already behind us - it was the grand finale of season 14, with Penelope and her allies facing Kronos himself so I do think we did have a Very Special 200th Episode indeed.

And now... forward to Episode 201 !  Which will be based on Another Idea - I'm keeping the "ex-200" one in store for later (probably somewhere between episode 4 and 8, we'll see...).

 

Friday, July 17, 2020

The Temporal Toybox Returns!

Hi everybody!

THE TEMPORAL TOYBOX (being my compilation of house rules & other stuff for the Doctor Who RPG) has just regenerated!

The book now incorporates my "radical re-engineering" system for NPCs, dice rolls etc. (see my previous post), which has also been retro-fitted in the variant combat and chase rules, making them even faster, meaner & leaner!

This new version (the fifth one!) is available from the usual link:

http://storygame.free.fr/TOYBOX.pdf

Monday, June 22, 2020

My Radically Alternate House Rules

Once More Unto the Breach!

As those among you who have been following the successive iterations of The Temporal Toybox (my compilation of optional house rules for the Doctor Who RPG) might have noticed, the subject of Story points and their expenditure in play has always given me food for thought, ruminations and variant experimentations.

I’ve been GM-ing the game on a regular basis for more than 10 years now and I’ve finally come to some pretty definitive (and probably heretical) opinions on how Story points should be used in the game. I will not bore you with the history of how and why I came to these conclusions – suffice it to say that it didn’t happen overnight or on a whim.

While I think Story points are a great concept and work splendidly well for players, allowing them to emulate the unique logic and spirit of the TV show, I feel they do not work as well as far as GMs are concerned: having to keep track of separate pool of Story points for each NPC or monster (even if you restrict them to the more important characters or creatures) can really be tedious – and perhaps more importantly, having to decide when to spend these points (Before the roll?  After the roll?  At every opportunity until they are exhausted or on a case-by-case, piecemeal basis?) often feels like an unnecessary mental burden for the GM, distracting him from his most important task, the general running of the story itself. This can actually become quite bothersome in scenes involving many dice rolls, which is usually the case of most (supposedly) fast-paced action scenes. Of course, an experienced GM can juggle the system pretty well – but the same experienced GM is also likely to wonder: why all the hassle, when things could work much more quickly and smoothly?

For quite some time now, I’ve been working with a radical variant system – or, more exactly, a radical approach to the Doctor Who game system. And it works really, really well in play. But before I go into the specifics, a word of warning: this variant approach, while it does not alter a single aspect of how characters, NPCs or creatures are defined in game terms, changes the way the game mechanics work in actual play quite radically. It may not be to everyone’s tastes – nor does it purport to be “better” than the original system. It’s simply a variant approach that has worked very well in play and that might interest GMs looking to make their games easier to run and faster-paced… while keeping all the drama that Story points inject into the flow of the game.

But enough rhetorical precautions. Allons-y!

A Very Simple Idea

This variant approach is based on a single basic principle:

Story points and dice rolls are for players only. The Gamemaster never has to roll a single die in play – nor does he need to spend any Story point during the course of the game.

Thus, the GM can concentrate exclusively on his storytelling and story-guiding duties, which are the very essence of his job. It also means that all actions and situations are always resolved from the player-characters’ point of view – which makes the game more focused and also emulates an important aspect of dramatic TV shows, where the heroes are almost always at the front stage.

This is all very well, you say, but how the heck does it work in play?

Let’s start with Story points. Since an adversary’s expenditure of Story points is almost always symmetrical to a player-character’s (i.e. the villain making his best to foil, counter or otherwise oppose the hero’s actions), making Story points the exclusive privilege of players will simply give their characters that extra bit of luck, edge or pizzazz that scriptwriters always grant to the heroes of the show.

A villain may have style, charisma, willpower, luck or genius – but the chance to turn the tables at the last minute will always belong to the heroes of the tale. The only exception to this general principle is the “last-minute escape” ability granted to most master-villains, a specific case which will be treated in detail later on. 

But what about the DICE ROLLS, you ask?  Well, since the Doctor Who system is 2D6-based, you can simply replace them with pre-calculated target numbers, based on average rolls – and this will work just as well in play, since the element of randomness remains strongly present in the form of the players’ dice rolls.

Thus, if you want to shoot a Dalek with a blaster gun, you roll your Coordination + Marksman against a fixed target number taking into account the Dalek’s defensive capabilities, with no roll for the Dalek itself. But if the Dalek shoots at you, you roll your own defense (say, Coordination + Athletics or Coordination + Awareness, depending on the situation) against a fixed target number based on the Dalek’s Coordination and Marksman scores - again, with no roll for the Dalek itself.

That’s as simple as that!

But wait, you say, the Doctor Who RPG system isn’t entirely 2D6-based, since major villains can often roll 4D6 or even 5D6 or more by spending Story points before their rolls!  Isn’t it where your pretty little system crashes down?

No – because, as we’ll see in a few paragraphs, this element can also be taken into account by giving such unique NPCs a special status (which the rules as they stand already do, by giving them more Story points).

NPCs in Play

When NPCs (whether they are allies or adversaries) act, do not roll dice. Simply assume that they rolled 7, the average sum for 2D6. Or in other words:

NPC’s action total = 7 + Attribute + Skill

Thus, a standard Dalek (Coordination 2, Marksman 3, minor character) would have a marksmanship total of 12 (instead of rolling 2D6+5), while a standard Sontaran Trooper (Coordination 4, Marksman 5) would have a marksmanship total of 16 (instead of rolling 2D6+9).

What happens when two NPCs fight or oppose each other?  Simple: give the advantage to the one with the higher action total (taking into account all possible circumstance modifiers) and break ties according to the interest of the story. It does not really need to be more complicated!

As mentioned above, unique NPCs – arch-villains like the Master as well as long-term, recurring allies like the Brigadier – enjoy special advantages reflecting their special dramatic status.

Unique Characters

As noted above, such characters are the most important NPCs – the ones who are likely to return in multiple episodes, unique individuals like the Master, the Brig or Madame Vastra (unless she is a player-character, of course). The “unique” status should also be applied to, well, truly unique beings like Omega or the Destroyer in Battlefield, as well as to all characters fitting the “master-villain” label, like Magnus Greel or the Racnoss Empress – whether or not the GM intends to have them returning afterwards. 

Instead of Story points, such characters are now given two privileges to reflect their special dramatic status in game terms:

1) A unique NPC’s action totals are calculated with a basis of 12 (instead of the usual 7).

Thus, the Brigadier at his peak (Coordination 4, Marksman 3, unique character) would have a marksmanship total of 19 (instead of rolling 2D6+7 with the possibility of spending Story points).

Likewise, the psychic resistance of the Destroyer (Ingenuity 5, Resolve  8, +2 for Psychic Training, +4 for Indomitable) would be equal to a formidable 31 (total bonus of +19, added to 12).

2) Once per story, a unique character may perform a unique action (see below for details).

So why the arbitrarily higher action total?  To counterbalance the disappearance of Story points for such characters, who were previously given quite a lot of those points.

Here’s a bit of number-crunching to explain the whys and wherefores of this specific rule – if such things bore you, just skip to the next paragraph. In the original system, when one spends a single Story point before an important roll, the dice pool is raised to 4D6, which means an average roll of 14. This is obviously higher than the basic rating of 12 given to unique characters in the variant system. Does this mean that such characters are now disadvantaged?  No, because these characters and creatures get this basic rating of 12 on all their actions – and not just on a few Story-point-boosted rolls. This does, however, change the way they work in game terms: they can no longer ‘over-perform’ or ‘under-perform’ but remain much more constant in their abilities.

Last but not least: the ability of unique characters to perform unique actions (once per story – and at the GM’s discretion). This reflects things like the Brigadier single-handedly defeating the Destroyer in Battlefield (which, incidentally, was supposed to be the Brig’s death-scene but was hastily rewritten) or the Master’s ability to (nearly) always escape at the last minute.

In game terms, a “unique action” corresponds to those exploits and amazing feats (or moments of improbable luck) that would normally require a massive expenditure of Story points. With the simple “once per story” rule, this possibility can easily be retained in the game, without the need for random dice rolls or NPCs’ Story points. And of course, the possibility of such unique actions should always depend on the GM’s discretion and the needs of the story – just like big Story point spends in the original rules.

Last Words

While it works differently from the original rules, this variant system does not, I believe, contradict anything we’ve seen on the screen: it is just another way of emulating the same fictional reality – and one that works equally well in actual play. Why not give it a try?

A more concise version of this article will be included in the next edition of The Temporal Toybox (coming soon).




Saturday, May 9, 2020

Season 14, Episodes 14-15

Season 14 (aka "The Wings of Time") has ended tonight!  Here are the blurbs for its two final (and quite memorable) episodes!

Episode 14: The Prague Convergence
Hoping to rescue Alecta from the thrall of Kronos before he is reborn as a single, godlike entity, Lady Penelope and the Doctor arrive in 1913 Prague, where the Weeping Angels are gathering en masse for the Great Event. In the Café Louvre, Franz Kafka direct them to the enigmatic Kronos Institute, where a man from the future is attempting to rewrite history...

Episode 15: Facing Kronos
Avalon is the only thing that stands between the Weeping Angels Gestalt and their final rebirth as the omnipotent Kronos. The only way to stop them would be to rewrite their very reality using the Key of Time, recreated by the Doctor through the mathematical magic of block transfer computation. It is now time for Lady Penelope to face Kronos – or die trying…

Perhaps more than any other, this fourteenth season was full of twists and surprises, with Penelope’s choices and actions having a major impact on the overall continuity – like when she decided to take the Comte de Saint-Germain on board of her TARDIS for a few adventures in space and time… or when she did the same for Alecta (the daughter of Rassilon and a major NPC in the previous season – and probably in the next one, too).

The “metaplot” of the season (i.e. Kronos’ scheme to be reborn as a single, almighty entity, as opposed to his current incarnation as the Weeping Angels) also ran exceedingly well; with a bit of judicious retcon and improvisation here and there, it was (in one form or another) present in most episodes, without ever being too blatant, gaining critical momentum as the season entered its final tier.

And we had a very moving epilogue, which saw Lady Penelope attending the funeral of William Blake. Her decisive encounter with the visionary artist (in episode 13) was one of the high points of the season and left a profound mark on Penelope (and her player too).

Last but not least, episode 14.15 was also our 199th episode. Yes, that’s right: our next scenario will be Penelope’s 200th adventure, which is quite a milestone - but then, we’ve been playing for more than 10 years…  At this point in time, I don't know if we'll play Episode 200 as a one-off special or as “Episode 15.1”… but I’ve already started thinking about it. I'd like to do something special and unique for this occasion – and NO, for obvious reasons, it won’t be a “multiple Penelope” episode.

That being said, I’ll update my blog in the meantime; I’m currently working on the fifth edition of the Temporal Toybox… and before that, I’ve got some pretty nifty and radical house rules in store. See you soon!

Sunday, April 26, 2020

Season 14, Episode 13

Episode 13: Burning Bright
After being ambushed by a Weeping Angel, Penelope finds herself stranded, alone and TARDIS-less, in 1827 London… But Time works in mysterious ways and a good Samaritan soon offers help and hospitality to the “lost traveler”. His name is William Blake – visionary artist and man of faith, madman and sage. Together, they will battle the Power of the Abyss…


We had a fabulous time!  This proved to be an extremely moving episode, with great moments of emotion and humanity – as well as some memorable classic horror, as Lady Penelope and William Blake faced some terrifying Haemovores… which they managed to defeat, thanks to Blake’s indomitable (if bizarre) faith and to Penelope’s unique connection to the Eternal Flame – a real “blast from the past”, taking us back to season 7, when Lady Penelope was battling Fenric and his minions.

The moment when Sylvie realized that Penelope’s good Samaritan was not just a weird guy called Mr. Blake but was in fact the famous visionary artist was invaluable – the perfect mix of incredulity, bafflement and wonder.

Penelope’s estrangement from her beloved TARDIS changed quite a few things, adding an extra layer of emotion and humanity to the story… but in the end, her TARDIS came to fetch her back, piloted by none other than the Doctor himself!  And now, time is running out; together with the Doctor, Penelope must find a way to prevent a disaster of metaphysical magnitude – the rebirth of Kronos himself!  Here comes the season finale…