Post by Sithspawn on Jan 19, 2010 23:06:25 GMT
It's finally here, the RPG every Doctor Who fan has been waiting for, Doctor Who: Adventures in Time and Space.
First impressions
I really like it!
Yes, yes, I'm slightly biased as a Doctor Who fan looking for a Doctor Who RPG, but I could just as easily use D20 Modern or Savage Worlds. But I do like the look of this game, shame I won't get to play it until New Year.
Presentaion is the first thing to appeal to Doctor Who fans. The full colour gloss rulebook is very pleasing to the eye while also keeping to the current styling of other Doctor Who merchandise. Adding to that is the humour of Doctor Who that has been kept throughout, example; the chapter on time travel is titled A big ball of Timey-Wimey stuff. ;D
The rules. The rules are pretty straight forward, not overly complex (actually they're quite simplistic) and written in a way that is easily understandable. I've read so many RPG books that are a real grind to get through, but reading the Doctor Who GM guide was actually very enjoyable and entertaining. Bascially you roll 2D6, add modifiers for Attribute, skill and possibly a character trait vs a GM set difficulty number. Done. Character creation should take 5-10 minutes tops for working out stats. You split Points between Attributes & Skills and select a few good/bad Traits - easy and I like it! It should be noted though that the rules, rightly in my opinion, only skim over combat. Combat is not what Doctor Who is about so don't expect a D20 style combat game.
There are also a few nice little bits that I like, like a small mention of Roll Play vs Role Play, something I think is useful for new players. And New Players should be mentioned as I think they will be able to easily pick up this game and run a decent adventure.
10/10