02 July 2016

Doctor Who Observations Part 3

[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).]

The strength and weakness of Doctor Who as a role-playing game is that it is best suited for small groups, preferably of one to four players plus the GM. If the Doctor ever had more than three Companions at once I would be surprised, and more often he had only one. This is not to say that more Companions would be impossible, but it would certainly be a challenge to maintain the atmosphere of the show with so many main characters (and it must be stated here, if it was not already obvious, that one of the major goals of this game is to convey the atmosphere of the original show, regardless of whether the players are portraying characters from the show or characters they have created).

For those who have difficulty finding or starting a gaming group (or coƶrdinating the schedules of the members when a group is found or started), playing a game that offers the richest rewards for smaller groups is a blessing. Doctor Who thrives best when there are only a handful of characters. Violent solutions to problems should always be a last resort (except in the case of rare characters like Leela), and smaller groups will be less tempted to use force unless necessary. By the same token, if there are fewer player characters, each will have more opportunity to interact socially with the non-player characters. In general, the greater the number of Companions a Time Lord has, the more all of them will be overshadowed by the Time Lord. Fewer Companions will have more opportunities to participate, and each will be likelier to shine in a particular area of expertise or natural advantage, e.g. Zoƫ with her super high intelligence or Jamie with his bravery and decisiveness.

In my own experience running FASA’s Doctor Who, sessions with two players were ideal, but sessions with just a single player were quite playable and enjoyable. Entire stories (which in Doctor Who typically consisted of four episodes) could be run in a single session with no sense of being rushed. This would be perfect for convention events, were it not for the fact that convention organizers usually prefer role-playing events to accommodate at least six players. True, there are times when only one or two players will turn up at an event. The first time I ever ran an event at a convention (GenCon XVIII), two players showed up for the first time slot for my satirical take on the World of Greyhawk for Advanced Dungeons & Dragons (1st edition). I could have cancelled it, but I decided to run it, and a fun time was had by all despite the fact that I had designed it for four to six players. For the second time slot, six players reported in, plus two more. Being too much of a softy, I allowed the two extra players in (I had had the foresight to bring additional pregenerated characters), but a combination of factors (including the length of the table, the loudness of the game room, and the unwieldy number of participants) made the experience less satisfying (especially for the unfortunates at the opposite end of the table at whom my descriptions often had to be yelled to be heard). As a result, the maximum number of players I will now accept at my events is six, and the number I prefer is four. With regard to this game, however, I think it might be best to run it as a free Fudge demo amongst one to four interested individuals at a time. I’m not sure of any other way to run it effectively at a convention.

In summary, this game will be aimed at maintaining the dynamics of small groups consisting of at least one Time Lord and one to three Companions (one of whom may also be a Time Lord) to better promote playability and preserve the atmosphere of the original Doctor Who.

[Originally posted in Fudgery.net/fudgerylog on 30 January 2008.]

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