Rating: [ 5.49 / 10.00 ]
Game Info
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![]() | Game Summary | [ Edit Main Info ] |
The second go at a Doctor Who RPG, Time Lord takes a remarkably rules light approach. Task resolution uses 2d6, with the result being the difference of the high result from the low result. So rolling 5 and 2 garners a difference of 3, meaning the character would succeed at any action that had a difficulty of 3 or less.
Characters have a set of abilities -- Strength, Knowledge, etc. -- which indicate raw skill in those areas. They also have special abilities, areas of particular talent subordinate to the usual abilities. For example, MacGuffin, a special ability of Knowledge, means the character can build devices out of a seemingly random assortment of semi-suitable parts.
Time Lord also discusses how to referee a roleplaying game, the common story elements and conventions of Doctor Who and special circumstances rules, such as for safe combat. It also includes a sample adventure for a referee and two players, The Templar Throne.
Curiously, the published version of Time Lord has only a brief section on character creation, assuming most people will want to play characters from the television series. To that end, it contains character sheets for the first seven Doctors, up to Sylvester McCoy's, and their companions, as well as the series' most memorable and popular monsters.
In 1996, Ian Marsh released the text of Time Lord -- replacing The Templar Throne adventure with The Curse of the Cyclops -- for free distribution on the web. He included in this release a more detailed system for creating human characters. An HTML version can be found at A Brief History of TIME LORD.
Characters have a set of abilities -- Strength, Knowledge, etc. -- which indicate raw skill in those areas. They also have special abilities, areas of particular talent subordinate to the usual abilities. For example, MacGuffin, a special ability of Knowledge, means the character can build devices out of a seemingly random assortment of semi-suitable parts.
Time Lord also discusses how to referee a roleplaying game, the common story elements and conventions of Doctor Who and special circumstances rules, such as for safe combat. It also includes a sample adventure for a referee and two players, The Templar Throne.
Curiously, the published version of Time Lord has only a brief section on character creation, assuming most people will want to play characters from the television series. To that end, it contains character sheets for the first seven Doctors, up to Sylvester McCoy's, and their companions, as well as the series' most memorable and popular monsters.
In 1996, Ian Marsh released the text of Time Lord -- replacing The Templar Throne adventure with The Curse of the Cyclops -- for free distribution on the web. He included in this release a more detailed system for creating human characters. An HTML version can be found at A Brief History of TIME LORD.
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All RPGnet Reviews | [ See 2 Reviews | See 2 Magazine Reviews | Link 1 Possible Reviews ] |
| Rating | User | Summary |
| 3 + 3 | Stephanie Charette (Ashtal) | Time Lord. No summary available for this older review. [ Read Review ] |
| 5 + 4 | Nathaniel Torson | Timelord: Adventures Through Time and Space. Timelord is not only the best adaption of Doctor Who to an RPG that I have ever seen, but it is also a great system for adapting other series and genres, as well... [ Read Review ] |
All User Comments | [ See 3 Ratings | See 2 Comments | Add Rating ] |
| Rating | User | Comments |
| 6 / 10 | BigJackBrass | Far from perfect, but there are some rather neat rules and plenty of oddments to keep Who fans happy. The included adventure is a bit out of place, though, and there is a sense that everything is a bit constrained (perhaps by the terms of the licence). In particular the issue of creating characters is not sufficiently covered. |
| 3 / 10 | DrFaust | Bland writing, weirdly distorted art -- why is everyone so short and stocky? -- and detrimentally slavish adherence to the source material. |
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