Dr who rpg game masters companion pdf download






















Please log in to add or reply to comments. Megan R. Intended to help you run adventures in the very best Doctor Who style, this book comes in two parts. The first is a collection of hints and tips to empower your game, and the second is three complete adventures to get you going.

Needless to say, the ad [ See All Ratings and Reviews. Browse Categories. Rule System. Product Type. Core Rulebooks.

Non-Core Books. Science Fiction. Cubicle 7 Entertainment Ltd. Pay What You Want. See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products! Recent History. Product Information. Copy Link Tweet This. Paul Bourne. Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. The result is compared to a difficulty number normally set by the gamesmaster.

Both success and failure are gradiated, so that matching, or else exceeding the difficulty by only a small amount, indicates a successful action, but not a complete success.

Exceeding the difficulty by a larger amount indicates complete success and exceeding it by a very great amount indicates success with an additional beneficial outcome.

For example, if attempting to disguise oneself to get past some guards, the lowest level of success would get the character past the guards, but they would be suspicious and perhaps mention it to their superior later. A simple success would simply get the character past the guards, but the highest level of success might, for example, indicate that the guard radios ahead to let other guards know that they're legitimate visitors.

Conversely, failure is also graded. In the previous example, the least degree of failure might merely result in the guard telling the character to go back and get their identification. A full failure and the guard will certainly realise he is being tricked and the greatest degree of failure could result in the character accidentally revealing who they really are, for example. In addition to the normal mechanics of the game, players acquire Story Point tokens throughout the game, which they can spend to adjust both the results of their characters' actions and to influence the world around them.

The greater the effect, the more Story Points need to be spent to achieve it. For example, to adjust their level of success or failure up or down a level, a player can spend one Story Point.

Or a Story Point could be spent to achieve some small change to the game world, such as keys being left in a car or a Cyberman's gun jamming for a moment. Greater amounts can be spent for correspondingly greater effects; for example, if five points were spent, maybe the villain would fall in love with one of the characters or a group of UNIT soldiers show up to rescue the PCs. Story Points are awarded by the gamesmaster for cleverness, good role-playing, heroism and for deliberate failure.

For example, if the players allowed their characters to be captured, the gamesmaster might award them each a few Story Points for making the game more interesting. These Story Points may well be used in escaping later.

Thus Story Points preserve a kind of credit-balance allowing players to participate in guiding the overall arc of the story without undermining the gamesmaster. The gamesmaster is at liberty to spend these points on the NPCs behalf and they act as a gauge to determine how much adjusting of the world should be permitted for the NPC.

For example, a lowly alien guard will have very few Story Points. If the PCs had tied the guard up earlier, perhaps the guard has just enough that can be spent to escape and sound the alarm.

Whereas a major villain such as Davros will have many Story Points — enough to mysteriously escape a crashing spaceship by finding an escape pod.

Although the game does not forbid PCs from violence, violent solutions to problems are discouraged in a number of ways by the game. The most obvious method by which this is achieved is the Initiative system in which characters proceed according to the type of action they wish to take.

In the game, this is called: 'Talkers, Runners, Doers, Fighters'. So if a player wishes their character's action to be trying to persuade people not to shoot at her, then that action takes place first.

If another character wishes to run away, then that action takes place next. Paul Bourne. Andrew Kenrick. Dominic McDowall. Cubicle 7 Entertainment. Fans: 0 Become a Fan. Record a Play. Nick: Hardcover Version. Size: Nick: PDF version. Description Edit History. From publisher blurb: So you're the Gamemaster now? Featuring: Starting out — how to set up a new game, and advice on guiding your players through effective character creation. Adventures — an advice-filled exploration of the role of the Gamemaster, detailing plotting adventures, detailed, expert guidance on writing story arcs, and a gigantic random adventure generator.

Settings — how to create them and how to get your players onboard. Running Games - guidance for keeping everyone happy, busy and engaged, with notes on pacing, foreshadowing, exterminating characters, people, places, planets and impossible places. More Information Edit History. This page does not exist.

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