Where I embarrass myself with Garageband and a Dr Who MID file.
I've been reading a lot of Doctor Who stuff recently since receiving the Doctor Who: Adventures in Time and Space (DWAITAS) RPG. I haven't actually been reading the RPG though. I figure that the rules are secondary to the creation of compelling adventures.
I finished Tom Baker's "Robot" and "The Ark in Space" as well as the entire first series of the Doctor Who reboot (The Eccleston series). And I've been spending an indecent amount of time on the DWAITAS forums.
In the first episode of the Torchwood TV series, it's stated that Torchwood Four went missing some time ago. (It's a sly reference to Babylon 4, from the Babylon 5 TV series as it also 'disappeared'). My plan is to use the missing Torchwood Four team as the start of the adventure. Sure - they went missing - but it's where they went that is interesting.
Kage Baker writes about The Company. A future organisation that recruits people in the past and gets them to steal and hide items of famous antiquity which are then sold. This has similarities to the Warheads who move between dimensions and time periods stealing technology and valuables for their employer, Mys-Tech. Another inspiration is Gatecrasher and the Technet who ventured to 14th Century Peru to steal a unique mathematical model of the universe carved from rock crystal which was fated to be destroyed in an earthquake.
Clause 374 of the Shadow Proclamation stated that "theft of an artefact of great cultural value legitimises the use of lethal force to ensure the artefact’s recovery".
So - where does Torchood Four fit in? The Torchwood team, obviously removed from Earth somehow, find themselves without resources, without money, without ammunition, on an alien world. They do what they can but in order to find their way back to Earth and also in order to survive, they have to resort to selling their services; services which include a pretty good knowledge of history and mythology.
So, the team, rag-tag, beaten but not down, missing a few but gaining a few, battles on to get passage back to Earth.
OK, this means the GM has to apply some hefty Deus Ex Machina to keep them from hijacking the first time-machine they come across and travelling back to 2 minutes after they left. This could be handled easily by having their time-transporters be similar to prisoner monitoring bracelets. They might be indestructable, they might be keyed together, they might be able to channel 'motivation' from their unseen masters. Hopefully, though, the players won't decide to just return home - they'll embrace the freedom and get to play through the concept of the galactic government of the Shadow Proclamation - if there's government, then there's trade. And some of these places might be good to start.
It arrived. And I've been preparing.
I'ved watched five episodes of Torchwood (the Children of Earth miniseries) as well as four episodes of Tom Baker's Doctor (Robot) and a few episodes of Tennant's Doctor (Silence in the Library, Stolen Earth). I've got plans to watch all of Eccleston's Doctor over the weekend. I'd avoided most of the Doctor Who new stuff - having been soured of the Doctor by successively Sylvester McCoy and Paul McGann and to be honest I'd never really warmed to David Tennant's portrayal - it just seemed a little madcap, a little too camp.
So, it's looking like Delta Green may be on hold for a while due to the holidays and some folks personal situations so I'm kinda keen to see what the fuss is all about.
I may have also ordered a copy of the Dr Who Technical Manual from Noble Knight Games. I already own a copy somewhere in the depths of my parents house - which, interestingly enough, I won when I was a kid from a competition which ran in the Daily Mail. It's the sort of fanboi hardback that every kid in the world should have. It even included things I'd never heard of - Movellans, CyberMats and other things from earlier in the many series that make up the canon. With over seven hundred episodes out there - it's a lot for anyone to take in and I'd previously only really watched part of Tom Baker, most of Peter Davidson and part of Colin Baker's runs on the role. But you can also view the contents of it right here:
Places to go for extra fun?
How about the Official Cubicle 7 Dr Who: Adventures in Time and Space online forum? There's already heaps of adventure seeds, character and kit writeups and discussions of campaigns that could be run.
Or maybe the Vortex Oracle for quick generation of Dr Who adventure seeds?
Sunday March 17, 2002 (St. Patrick's Day)
From the log of Karl Maclean, WTNE Controller
8am: New recruits have lasted 24 hours without injury or fatality. Void seems to have settled into a leadership role, and may make a decent long-term recruit should we choose to extend their contract. Seven seems somewhat unreliable and bears closer scrutiny - he's already made it into the media and seems to bask in attention. Kimono is more reliable but suffers from severe cultural disadvantages here in the US: this is somewhat counterbalanced by his immense powers. Trace is, as expected, insufferably young.
10am: Fifth recruit arrived today from Texas. While he looks good enough to eat, he's sadly lacking between the ears.
4pm: New team reports a lead on the whereabouts of the old team, due to a tip-off from The Chancer. A previously unknown exotic with dimensional powers trapped and abandoned them in another dimension, with seemingly no way of recovering. Kimono negotiated some kind of agreement with the guy, but it sounds like he was conned. I don't think Mr Canning will be happy, but then again, I doubt he'd be happy even if they brought back the old team safe and sound. I've e-mailed him.
7pm: Got word that we have a sixth exotic joining us tomorrow. No idea who she is or what her abilities are. Christ, it's like superhero kindergarten.
3am: Yes, Canning is not happy. Big fucking surprise. I'm drawing up permanent contracts just in case.