http://cell23.livejournal.com/ ([identity profile] cell23.livejournal.com) wrote in [personal profile] anagramofbrat 2010-01-06 05:00 pm (UTC)

I have a PDF I can put on a stick for you to peruse. It's a pretty good system, the only thing I would change is their estimates of difficulties for skill resolution. Initiative and Story Points are the aspects of it I like best:

Initiative does not treat all actions as equal, but instead parses out initiative in distinct segments based on the action performed. Talking happens before Running, which happens before Doing (actions which are not Fighting), and then Fighting. As in the modern run of Who, fighting is always the last resort because you always get a chance to talk your way out of it, run away, or fiddle with a gadget first.

Story points are the narrative currency of the game, used to mitigate dice results and activate special traits as well as influence the story directly. Players can also regain Story Points through deliberate failure - a Companion trips and falls, or accidentally imprints their hand on the Genesis Ark, or deliberately fails a resistance to possession - which propels the story and allows for later manipulation of the plot by the player.

I also like the notion of compared simplified tests. Let's say the Doctor is trying to talk his way out of being shot by a Cyberman. Assuming this was not a crucial scene, such as the climax of an episode, you would boil it down to the Doctor rolling a Persuasion check against the Cyberman's Marksman check. If the Doctor has a higher result, he talks his way out of it. If the Cyberman rolls higher, it shoots the Doctor.

Post a comment in response:

This account has disabled anonymous posting.
If you don't have an account you can create one now.
HTML doesn't work in the subject.
More info about formatting