[This article is in support of my project to design an unofficial (and free) Fudge role-playing game adaptation of Doctor Who (the original show).]
In general, I think the role of Time Lord ought to be assumed by a player, as it is in FASA’s Doctor Who, rather than the GM, as it is in Time Lord (which is an ironic title for a game where the players only get to be Companions). What fan of the show hasn’t yearned to have power over time and space and an extended lifespan in which to enjoy that power? It’s rather like creating a superhero game in which the players are only allowed to play characters like Jimmy Olsen and Lois Lane, or Alfred the butler. I can see a mixed party having potential for open-minded role-players, but I am doubtful of the attraction of a game where all the players are mundane supporting characters of the non-player character “star” who has all the exotic skills, gadgets, and powers. The player characters, in effect, are the non-player character’s fault or disadvantage: Dependents (Player Character Companions).
The inevitable problem is that one’s gaming group will consist of more than one player who wishes to play a Time Lord. There are several possible solutions, and I am hoping I will be able to think of more. First, one can have a rotating Time Lord. For the first scenario, Player A will play the Time Lord and everyone else will play Companions. For the second scenario, Player B will get the honor, and so on until everyone has had a chance to play the Time Lord of the group, after which the privilege passes again to Player A, etc. The advantage is that the integrity of the show’s social dynamics are preserved. The disadvantage is that it may be a long time before some players ever get to be the star.
The second solution is to allow everyone to play whatever role they desire, which would probably lead to multiple Time Lords or even groups of nothing but Time Lords. This precedent can be found in the fourth Doctor’s Companion, Romana, who was herself a Time Lord (or Time Lady, depending on your term of preference). It can also be found in various Doctor Who specials that temporarily united multiple incarnations of the Doctor in a single story under highly unusual and rare circumstances. The advantage, of course, is that everyone gets to play a Time Lord without waiting for their turn. The disadvantage is that there may be multiple Time Lords, but there is usually only one TARDIS. Whose TARDIS is it? Whoever has the TARDIS has ultimate authority regardless of how many Time Lords are travelling in it. If everyone has their own TARDIS, how is group cohesion achieved?
The third solution is to use the same cast of characters, but switch roles at certain intervals, once per session, or once per scene, or once per dramatic conflict. Or it could be timed: once per hour, or once per 5 minutes. Depending on the frequency, it could make the session seem more or less like a party game, which might make for a welcome change of pace, or possibly a suitable prelude to an informal Doctor Who-viewing festival.
I think this is something I ought to address in the rules, at least in terms of suggesting options, if not recommendations.
[Originally posted in Fudgery.net/fudgerylog on 6 November 2007.]
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