I know basically zilch about it. I have Time Lord, thanks to it being free now and all, and it's rather nifty, but I'm curious about other possible system options.
So, info, opinions?
I don't recall it being any good, and it took a lot of liberties with the series.
The system isn't great, but it has a lot of useful info. If you can get it cheap, I would recommend it.
The system is a bit wonky, but the source books are an excellent resource for Mid 1980's style Doctor Who adventures.
I don't like the system, but one of the three books in the box was setting-only material and very cool.
I agree with jrients. I got hold of this years ago, and my group and I tried twice to make it happen, but the system just seemed too...clunky. It's still the only game I've sold on eBay (went for twenty bucks).
I miss that setting book, though...
- Q
System is mid-80s typical -- nothing fantastic, pretty much zero genre emulation, works OK, but generally "meh."
The source material and adventures are bloody BRILLIANT.
It uses the old FASA homegrown generic system, which as previously mentioned, pretty clunky and math-laden. It shared the system with FASA's Star Trek RPG, and there isn't much in the way of anything to tie it to either genre. I ran MANY adventures with this system, barely referenced it at times, just used it as a vehicle to introduce my gaming group to the idea of a Doctor Who RPG. This spawned the adventures of three different Time Lords and their TARDIS crews, each with a very different feel, spanning the better part of a year's gaming (I think I wrote at least 50 stories in all).
Also previously mentioned, there is a wealth of ideas and source material in the boxed set. The adventures themselves are great, REEK of the feel of Doctor Who, and can pretty much be hacked and run with most systems you'd care to mention. I've even run Doctor Who with the Storyteller system before (again, just enough rules to define the characters, then ran the adventures based on challenges and characterisation.
Ditto.
I'd give my left earlobe for a really workable Dr.Who RPG.
RPGPundit
so much has happened in "who" over the years. i think your best bet is just use your favorite system and houserule it. just never (or rarely) let the players actually drive the tardis. that thing should be more cantankerous than the millennium falcon on a bad day.
Quote from: RPGPunditDitto.
I'd give my left earlobe for a really workable Dr.Who RPG.
RPGPundit
The current Internet edition of Time Lord, plus the fanmade Journies sourcebook, results in a pretty nifty system honestly, and I have used it quite well in the past.
http://www.torsononline.com/hobbies/timelord/operatingsystems.htm
I was just curious about how the FASA system had been. No sense not keeping your options open.
Quote from: aluyenIt shared the system with FASA's Star Trek RPG
Not even remotely. Star Trek was a percentile system, Who was 2d6 and used a cross-checking "Interaction Matrix" table.
I had that original Fasa Who boxed set and it was great. I also had a few of the sourcebooks. (I think we had the Cyberman one and the Daleks one)...
You could play either a Gallifreyan or a "companion". There weren't especially detailed rules for aliens as player characters or anything so people just kinda made them up.
Anyhow, it worked ok. It wasn't especially detailed. The range between 'unskilled' and 'grandmaster' was 5 levels of skill or something.
The best thing about the sourcebooks is that it was literally the best-detailed source of Dr. Who material you could get in the US at the time. I had no idea what Patrick Troughton or even Jon Pertwee even looked like until I had that game, and they had full stats for them, the WHOmobile, etc.
...also, lots, and lots of black and white photos from every era fo the show up until that point.
Quote from: Abyssal Maw...also, lots, and lots of black and white photos from every era fo the show up until that point.
And lots and lots of really bad line drawings by Todd Marsh (2nd edition at least). Yech. :p
!i!