Monday, April 14, 2025

Doctor Who RPG 2e - Review



I'm currently trying out Doctor Who RPG Second Edition. I ran the Starter Set's scenarios: The Timeless Library and The Echo Chamber.

I found The Timeless Library a bit railroady, but it was the tutorial scenario which introduces the rules to the GM and Players. But combined with The Echo Chamber, things in The Timeless Library that bothered me made more sense.

The Echo Chamber booklet has two scenarios: The Echo Chamber and The Hermit's Lantern. In order to be NOT confusing, when I refer to The Echo Chamber, I'm speaking of just the scenario, not the booklet.

I do recommend running The Echo Chamber immediately after The Timeless Library for a complete mini-series story arc.

The Starter Set comes with 5 pre-gens: Sam (IT guy, 2000s), Charlie (Stage Actress, 1800s), Aiden (Investigator with cyber enhancements), Chamberlain (hospitality robot), Triketh (Silurian Scientist).

Notice that The Doctor isn't a pre-gen. I think this is for balance reasons and also newbies to Doctor Who may not have in-depth knowledge of the Whovian Universe, so playing The Doctor might be a stretch for a newbie.

The system is simple. Roll 2d6 + Attribute + Skill, look for 6's and 1's. Most tests require a total of 12 (Difficulty Number) for a Pass. Rolling a 6 (good) or a 1 (bad) bumps the Success Level up and down. Success Levels are: Brilliant! (box cars or pass with a 6), Success (pass with no 6s or 1s), Barely (pass with 1), Almost (fail with 6), Failure (fail with no 6s or 1s), Disastrous (snake eyes or fail with a 1).

Brilliant, Barely, Almost, and Disastrous include something helpful or an additional complication, much like other narrative systems like PbtA. Rule of thumb: 6 good, 1 bad.

Story Points can be spent to bump the Success Level, 1 for 1. So, to bump a Failure to a Barely, you need to spend 2 Story Points. You're not allowed to bring a Fail to higher than a Barely (p.77 core book), but you can bring a Pass all the way up to Brilliant! PCs start with 12 Story Points (minus points for gadgets).

Advantages / Disadvantages (p.88-89 core book) allows you to roll 3d6 and either use the best two or the worst two dice.

Focus Bonus (p.28 core book) and Recalling an Experience (p.60 core book) add an extra +1d6. This is separate from the 2d6 die roll, so you either need a different colored die or roll separately (and declare this before rolling the 2d6).

Each PC helping gives you a +2 to the die roll (Cooperation, p.77 core book), with some limits on how many can help. This also applies to NPCs such as a group of NPCs shooting at you (Multiple Opponents, p.89 core book), so instead of rolling each attack, you can roll once for a group against a specific PC.

One of the most Doctor Who thing is the initiative order: Talkers, Movers, Doers, and then Fighters go in that order. Intent of each PC / NPC is discussed, then actions are resolved in initiative order.

Story Points are your get out of jail free bennies for changing die roll outcomes. If you spent too much, you can recover a point by playing out a Focus that creates a complication or getting captured (another Doctor Who trope).

Your hit points are your Attribute scores. Depending on how you get hurt, your Attribute score goes down (also reducing your chance of success). Once an Attribute hits 0, you get a Condition, a Disadvantage to rolls involving the Condition. Two Conditions and opponents also get an Advantage die. Third Condition and you're Defeated, your PC quits and tells The Doctor you've had enough and go home. I found this very thematic and funny. This does make it sound like it's almost impossible for PC to die, but some creatures do Lethal attacks (Daleks) which can instantly disintegrate you.

Not all creatures or objects have pictures in the scenarios. The good news is that there's a Doctor Who Wiki where you can find pictures of various aliens.

I really enjoyed the game and it did feel like a Doctor Who episode. One issue is that The Doctor is very powerful, much more than the Companions, so there's a power balance issue. I've decided that The Doctor would be a rotating PC (or absent). I did tell my Players that if The Doctor is in play and you play The Doctor, your PC isn't, which means you don't get any XP for your PC. That is the tradeoff you have to make, if you want to play The Doctor.

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

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The Timeless Library
Pages: 48
Run Time: 1 session
Pre-gens: provided
Hook: PCs (pre-Companions) are gathered by the Tardis to save the Timeless Library.

This is the starter set tutorial. Some of the tests are easier with pre-gens with specific skills or backgrounds. If you're going to let your Players make their own PCs, you might have to adjust the skill tests or just assume the PCs will have to spend more Story Points.

I did feel this scenario was a bit railroady, but it is the Starter Set Tutorial with rules imbedded in the text or breakout boxes. So, the 48 pages does include rules sprinkled throughout.

If you ran this with experienced Players, you might get rid of some of the railroadiness, but that takes away some of the ties to The Echo Chamber





The Echo Chamber
Run Time: 2 sessions
Pages: 42
Pre-gens: provided
Hook: PCs find a chalkboard with clues in the TARDIS and the TARDIS plays a voice message from The Doctor imploring the PCs to save her.

This longer 3 Act scenario is a lot more enjoyable than The Timeless Library, but best run after you finish The Timeless Library. There are also elements of the scenario that were designed for the provided pre-gens, tying into their skills or backstories.

Overall, I thought this was a pretty good scenario.





The Hermit's Lantern
Run Time: 2 sessions
Pages: 20
Pre-gens: provided
Hook: The Doctor grabs all the PCs to go on a new adventure. A planet can only be accessed every 50 years. Others are looking for a treasure, the Doctor is joining this expedition.

This scenario is more action oriented as there are numerous challenges the PCs face.