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Dr Who adventures in Time and Space RPG

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19 Aug 2013 17:43 #158915 by edulis
Has anyone played this? I am fooling with the idea of using it as a home-school aid for my 10 year old. She and her fellow home schooled friends are big Dr. Who fans and it seems like a way to teach some history, along with creativity, social interaction etc.

I was wondering how complicated is it? Can we pick it up and go quickly?
Are there premade adventures that place the characters in historically accurate settings (without me doing too much work)?

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20 Aug 2013 02:31 #158977 by moofrank
I've not played. It is probably the best Dr. Who RPG around, but that isn't saying a lot. The system is quite simple, and based on a very simple skill system, and a lot of chrome to deal with the items. A 10 year old could probably manage learning the rules on her own.

So while there is a lot of reading, it is a solid, basic RPG. The adventures totally have the right feel to them, and there are stats for pretty much all of the new characters and monsters.

There is a big problem I have with it, and that is pretty much going to be a problem with any of the Dr. Who RPG implementations.....only one player gets to be The Doctor. Everyone else plays companions.

I'm not sure how many of the published adventures are historical. The old Timemaster RPG has some GREAT adventures that could be adapted. The schtick there is that the players were time cops who fought these aliens who were trying to break earth's timestream in the past. So they had to hop back into the past figure out what was going on, then set it right.

My favorite involved dropping Al Capone into Ancient Rome where he introduced paramutual gambling for the gladiator fights. That wasn't a huge change, but he started using Arabic numerals on all of the betting slips and it caught on.
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