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…

Sunday, April 19, 2020

Season 14, Episodes 11 & 12 - and some stuff about the Angels!


Episode 11: Sanctuary
On her way to New Byzantium in the 42nd century, Penelope catches a distress call coming from a 22nd century starship… not from space but from within the vortex itself!  After rescuing the crew from certain death, the Time Lady and Alecta soon discover that the family of four is obviously hiding something. A tale of shattered pasts, guilty consciences and hard choices…

Episode 12: Race Against Time
Following her arrival on New Byzantium with Alecta and the Andersons, Penelope once again meets the enigmatic Velkis, who are waiting for her with some very important information to impart. Ancient secrets are revealed, patterns emerge, seemingly unconnected events come into perspective… and Something Terrible is about to happen somewhere in Time and Space.


Episode 11 was full of emotion and great interactions with NPCs – and unless I’m mistaken, it’s probably our first episode ever which took place entirely (well, almost) inside the TARDIS. It also acted as the perfect “scene-setter” for episode 12, which was one of those tricky pre-finale episodes where apparently unconnected events from the soon-to-be-finished season lock themselves together to reveal the Big Picture. In this case, Penelope learned two very essential facts:

1) The Weeping Angels are actually Kronos himself, whose essence had been scattered during the Time War by the Guardians of the Universe (unbeknownst to everyone else, of course); they couldn’t destroy him so they reshaped him as the weird, quantum-locked species we’ve all come to love. Incidentally, I confess I was quite proud of this bit of alternate retcon – which really does make some sense (in terms of powers as well as in terms of appearance).

2) Kronos is planning to Become One once again and the Weeping Angels were after Penelope – or her TARDIS?  She didn’t really have the time to reflect upon this, since the episode ended with our Time Lady thrown back in time by a Weeping Angel... 

When and where will she end up?  We’ll find out in episode 13 (i.e. next Saturday). See you soon!

Monday, April 6, 2020

Season 14, Episodes 9-10


Episode 9: Ends and Means
Following her deliberate regeneration, Susan has decided to leave Avalon to find a place in Gallifrey’s rising new order. A saddened Doctor asks Penelope to take his granddaughter back to the Time Lords’ home planet, where the usual amount of secrecy, scheming and skullduggery awaits the Time Lady – not to mention the Rani’s latest soulless science project.

Episode 10: Night of the Machine Men
The Time Lady returns to Avalon with a new travelling companion – Alecta who, being Rassilon’s daughter, is fed up with being used as a pawn on the grand Gallifreyan political chessboard! To celebrate this decision, Penelope takes her new protĂ©gĂ©e to 1928 Paris! But in the shadows of the Grand Guignol theatre, the Machine Men are already waiting for her…


Episode 9 proved to be more pivotal than I had anticipated, with Lady Penelope inviting Alecta to join her in her travel… ah, I realize I must explain who Alecta is. I’ll try to be as quick and clear as possible but as you’ll see, the matter is somewhat convoluted. Very early in our campaign, I introduced my own version of the Sirens of Time (based on the Big Finish entities of the same name), who first acted as recurring villains before becoming the subject of a very important, timey-wimey mystery. A few seasons ago, Penelope first discovered that the so-called Sirens of Time were actually once known as the Harpies of Rassilon and had been originally created by the progenitor of Time Lord society as temporal retaliators and harbingers of temporal justice. According to legend, there were twelve of them.

In season 10, Penelope managed to finally defeat the Sirens, theoretically erasing them from reality, before discovering the true origin of Rassilon’s Harpies: they were, in fact, splintered remnants of Rassilon’s own daughter Alecta, whom he had used as an experiment subject, managing to split her past and future incarnations into separate (but obviously) linked temporal beings (hence the number twelve). And in season 11 (our “Key to Time” season), Alecta finally came back as a single, wholly regenerated (but slightly disoriented) individual… who was eventually returned to Gallifrey – before deciding to take leave in Ends and Means.

Episode 10 was a great classic Lady Penelope episode, with the Time Lady facing the now disfigured Master (you know, the one who came from an alternate reality and got partially cyber-converted - the big hidden villain of season 13, which culminated with his attempt to invade Avalon with an army of Cybermen… It ended up with the Master being captured by Penelope and with a very rare ‘mopping up’ intervention by the Doctor (a case of force majeure), who decided to deliver the prisoner to Gallifrey – not the end of the story, obviously… This episode also gave me a wonderful opportunity to portray the real-life Paula Maxa, the Grand Guignol actress known as "the most assassinated woman in the world" (check her out...).

Sunday, March 22, 2020

Season 14, Episodes 7-8

Yes! We’re back – already!  Season 14 of Lady Penelope’s Odyssey was supposed to be on a break for a few months – but we’ve decided to go on. To cut a long story short: covid-19 lockdown, necessary dose of escapism, change of plans. 

Here are the blurbs of the two latest episodes, which took our Time Lady to 17th century France, in the time of Cardinal Mazarin…

Episode 7: The Ravens of Despair
In 1648 France, Lady Penelope, the Count of Saint-Germain and the musketeers Taillefer and Bellegarde find themselves investigating the mysteries of a demon-riddled nunnery - but the devils tormenting the local sisters are of a most unusual type: no mass hysteria, debauched orgies or spectacular possessions. Only despair – dark, bottomless and all-engulfing…

Episode 8: The Marquis de Carabas
Paris, 1648. Following the events of the previous episode, Lady Penelope and her companions Saint-Germain, Taillefer and Bellegarde decide to investigate the enigmatic, eccentric and extravagant Marquis de Carabas… Yes, it’s the same name as the imaginary character from Puss in Boots – a fairy tale dating from 1695 or so… But what is chronology to an Eternal?

Episode 7 marked a long-awaited return to the era of the French Musketeers – for quite some time now, Penelope had wanted to pay a visit to the characters of Taillefer and Bellegarde, whom she first met in Episode 10.2. The plot was loosely based on the infamous Loudun and Louviers cases of demonic possessions, which occurred respectively during the reigns of Louis XIII and Louis XIV – but the “devils” involved here were (obviously) the Ravens of Despair, which proved a perfect fit for the atmosphere of the adventure. As I often do, I had tweaked a few things here and there – e.g. my Ravens had not come in a “rookery” spaceship but had been summoned through dimensional “wizardry” by a revenge-driven would-be sorceress – thanks to the arcane secrets of the Book of Eibon / Liber Ivonis, an eldritch tome which had already featured in the very first season of our campaign! It worked really well, with Saint-Germain proving a very useful companion (as a social chameleon, hypnotist and master of imposture). Penelope managed to counter the Ravens’ soul-crushing influence by engineering a fake (but miraculous) apparition of the Virgin Mary herself (actually a holographic projection of her TARDIS’ persona).

The link between episodes 7 and 8 was provided by the Book of Eibon, which had been given to the vengeful dabbler in the dark arts by a mysterious gentleman known as the Marquis de Carabas – a name which immediately rang an alarm bell in Penelope’s mind. Her investigations quickly led her to a regal parisian hotel particulier, during (of course) a masked ball. De Carabas proved to be a rogue Eternal, who had escaped from Eternity because of the Dissonance (last season’s timey-wimey McGuffin) and was busy playing games with  Ephemerals (i.e. toying with insects), leaving a trail of broken dreams and twisted destinies. And of course the Marquis had a Game in mind for Penelope – a Game she (of course) refused to play, managing to banish the creepily suave Marquis back to the nothingness of Eternity, thanks to her particular link with the aforementioned Dissonance. Penelope’s encounter with De Carabas also allowed me to present her with quite a few fascinating factoids about the Eternals, the Chronovores and the (now retired) Guardians, mixing some established elements of Whovian lore with my own personal interpretations. It was not a gratuitous info-dump, since Penelope had a harrowing near-encounter with the great Chronovore Kronos a few episodes ago and – sorry, SPOILERS!

See you soon for some new episode blurbs. Bon courage Ă  tous!

Sunday, March 1, 2020

Season 14, Episodes 5-6


Episode 5: Secrets of Atlantis
Taking a touristic break, Lady Penelope and the Count of Saint-Germain decide to visit ancient Atlantis at the time of its splendor, in the mythic age of pax atlantea and orichalcum, well before its fatal destruction. But soon, the two travelers draw the attention of the hidden force at the heart of the Atlantean empire – Kronos, the imprisoned god of Time…

Episode 6: Hidden Agenda
After her narrow escape from the temporal clutches of Kronos, Penelope crash-lands the TARDIS in 2020 – in one of the safest places in the universe: Ashworth Manor, her stately family home in Kent (UK, Earth). While her ship is self-repairing, important guests start arriving. Torchwood. UNIT. The British Army. And, of course, the Prime Minister himself.


Episode 5 drew heavily on The Time Monster Atlantean background, mixed with various elements of my own creation about Atlantean culture, the influence of Kronos on the very reality of Atlantis and how the power of the crystal-imprisoned entity was exploited by its so-called “Eyes”, a group of time-sensitive seers acting as the power behind the throne (a bit like the Euphors in 300). The ending was particularly dramatic and stressful for Penelope, who had to cross the Minotaur’s labyrinth to rescue her abducted TARDIS from the clutches of Kronos himself!   Her departure from Atlantis was very chaotic and resulted in an emergency re-materialisation at a safe, familiar location (Ashworth Manor!), providing me with the setting for the next (very different) story.

Episode 6 took place entirely within the confines of Penelope’s stately family manor – used by Torchwood to host a very important conference regarding the future of UNIT in the UK; in our campaign (which follows an alternate continuity after the 10th Doctor era), UNIT has not already been mothballed and the episode focused on this very idea… which was actually a devious “soft invasion” plan devised by the Zygons to get rid of the only force able to prevent their intended takeover of the country, with the Prime Minister as the top-level infiltrated Zygon. For this pro-Brexit, anti-Harriet Jones PM, I used a NPC of my own invention (the honorable Rupert Dorrington), who could be described as a mix of Boris Johnson (of course) and Jools Siviter (Hugh Laurie’s character in the early seasons of Spooks).

Season 14 is now taking a break and will be back in a few months!  See you then!