Once my forgotton realms campaign end i may homebrew a dr who campaign
My idea is this players can be the following races human,thal,kaled,mondasian(half converted),sontaran or silorian(sorry about mis spellings)
Main npcs will be the doctor and the master though other recurring dr who charicters would appear
Monsters would include daleks,weeping angels,cybermen,autons,cyberlords and other dr who monsters and villians
Each session would be it's own adventure with some also spanning multiple sessions but with a sutle story arc and actions having long standing consequences
It would be set in a rebooted dr who universe with a young dr who has fled galifrey to persue the master and it is my intention to reveal that the time war is an on going event
The story would start off in potters lane/coal hill school which is trapped in a time slip
The reason i'm wanting to do this is i've had a dr who reboot in my head for so long but i'm bad at creative writing but good at verbal story telling/acting
Other ideas include both time lords being the 1st out of 13(keeping a hard 13 life rule) regeneration is linked to karn and the party can side with good or evil and storys will take place on various planets in various times ect per dr who but i may do one or two in actuall d&d settings
Will be a far way off as my fr game has just begun but thoughts? And has anyone tried this before, was it fun?
I'd caution you to only do this if you have a group that's into Dr. Who. If you have a group of players that either don't like or don't know Dr. Who, then I can assure you that they will be less than pleased about a lot of the game.
Off the top of my head, the biggest concern I'd have is that the players will be second fiddle to the Doctor. That's very fun in the show, but in a game where you're meant to be the heroes, they might be disheartened if they feel more like sidekicks.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
There already exists a Dr Who TTRPG that is, in fact, into it's second edition. I'd highly recommend that over 5e.
And before we get the typical 'oh but learning a new system is so hard' D&D is one of the most complex systems to learn. Most others are actually easier. Even if you don't end up using that particular game system (and I'd recommend that you do over 5e), there's a lot of useful in world flavour that you can get from the Dr Who TTRPG - Doctor Who The Roleplaying Game | Cubicle 7 Games It is less combat focused that 5e is, but that's part of it's charm. It's far better suited as a system where you have options for how to deal with an encounter. It suits the theme and setting far better than taking a machete and a paintbrush to 5e to try and make it fit the theme.
So, if you don't use the official TTRPG, here's some things to think about:
What themes from Dr Who do you enjoy most? How can they be translated into that world.
In the world of Dr Who, one of the biggest themes of almost 60 years now has been that violence isn't the solution. Okay, this is your take on it, but what if your Dr Who loving players don't want to use violence? How are you going to handle encounters?
How will you maintain the consistency of the Science part of the science fantasy? How will you ensure that player characters don't just leap into their time machine to travel away? In the show, it is the doctor's morality and personality that forces them to get the bottom of the challenge ahead. Your player characters might not all have that drive and could decide 'hey, let's just pop into our time machine and fly away'. If you're going to have the machine break 'for story reasons' there will come a time where players will question the fairness and unpredictability of that. As an extensions - what technologies can disable the ship/machine?
Most combat enemies in the world of doctor who are shown to be able to at one hit disable or kill someone. Is there any way to make worthwhile encounters from that? Will you be making the Daleks less scary if a player character can survive multiple hits from the Dalek weaponry?
Finally, my advice to those who have a piece of fan fiction in mind - which it kinda sounds like you do - is to record it as an improvised oral storytelling. Grab Audacity and a microphone and speak into your computer, or your phone. Improv it, keep voice notes like others could keep written notes. 'Write' your story through audio. It's actually a method I use in writing stageplays. I will often improvise the scene aloud with my microphone running. I'll often then transcribe the scene later editing the words as I prefer. If this is just a story you need to get out and share though - often those don't make for great TTRPG stories...the process is collaborative not solo. It's the difference between world building and storytelling. JRR Tolkien for example was a worldbuilder. He only wrote the books to show off the world imo. That's kind of what we're doing when GMing. We're desperately wanting to show the players Rivendell, or the Lonely Mountain. We're wanting the players to come face to face with Shelob.
So if you want to show off the world then go for it, but I'd strongly recommend not making more work for yourself - take a look at the officially licensed TTRPG. If you want to write a story, then may try audio recording it and writing your story through voice/video instead.
There already exists a Dr Who TTRPG that is, in fact, into it's second edition. I'd highly recommend that over 5e.
And before we get the typical 'oh but learning a new system is so hard' D&D is one of the most complex systems to learn. Most others are actually easier. Even if you don't end up using that particular game system (and I'd recommend that you do over 5e), there's a lot of useful in world flavour that you can get from the Dr Who TTRPG - Doctor Who The Roleplaying Game | Cubicle 7 Games It is less combat focused that 5e is, but that's part of it's charm. It's far better suited as a system where you have options for how to deal with an encounter. It suits the theme and setting far better than taking a machete and a paintbrush to 5e to try and make it fit the theme.
So, if you don't use the official TTRPG, here's some things to think about:
What themes from Dr Who do you enjoy most? How can they be translated into that world.
In the world of Dr Who, one of the biggest themes of almost 60 years now has been that violence isn't the solution. Okay, this is your take on it, but what if your Dr Who loving players don't want to use violence? How are you going to handle encounters?
How will you maintain the consistency of the Science part of the science fantasy? How will you ensure that player characters don't just leap into their time machine to travel away? In the show, it is the doctor's morality and personality that forces them to get the bottom of the challenge ahead. Your player characters might not all have that drive and could decide 'hey, let's just pop into our time machine and fly away'. If you're going to have the machine break 'for story reasons' there will come a time where players will question the fairness and unpredictability of that. As an extensions - what technologies can disable the ship/machine?
Most combat enemies in the world of doctor who are shown to be able to at one hit disable or kill someone. Is there any way to make worthwhile encounters from that? Will you be making the Daleks less scary if a player character can survive multiple hits from the Dalek weaponry?
Finally, my advice to those who have a piece of fan fiction in mind - which it kinda sounds like you do - is to record it as an improvised oral storytelling. Grab Audacity and a microphone and speak into your computer, or your phone. Improv it, keep voice notes like others could keep written notes. 'Write' your story through audio. It's actually a method I use in writing stageplays. I will often improvise the scene aloud with my microphone running. I'll often then transcribe the scene later editing the words as I prefer. If this is just a story you need to get out and share though - often those don't make for great TTRPG stories...the process is collaborative not solo. It's the difference between world building and storytelling. JRR Tolkien for example was a worldbuilder. He only wrote the books to show off the world imo. That's kind of what we're doing when GMing. We're desperately wanting to show the players Rivendell, or the Lonely Mountain. We're wanting the players to come face to face with Shelob.
So if you want to show off the world then go for it, but I'd strongly recommend not making more work for yourself - take a look at the officially licensed TTRPG. If you want to write a story, then may try audio recording it and writing your story through voice/video instead.
i'll take a look, i was considering the red dwarf ttrpg but its too pricey to get the stuff
I'd caution you to only do this if you have a group that's into Dr. Who. If you have a group of players that either don't like or don't know Dr. Who, then I can assure you that they will be less than pleased about a lot of the game.
Off the top of my head, the biggest concern I'd have is that the players will be second fiddle to the Doctor. That's very fun in the show, but in a game where you're meant to be the heroes, they might be disheartened if they feel more like sidekicks.
the way around this is dr focussed subplots that tie in at key points i.e a dalek shoots the dr (d20 roll nat1) andd the dr regenerates whilst the daleks focus their atteon dave the unit soilder
Rollback Post to RevisionRollBack
in a hole in the ground you notice a halfling
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Once my forgotton realms campaign end i may homebrew a dr who campaign
My idea is this players can be the following races human,thal,kaled,mondasian(half converted),sontaran or silorian(sorry about mis spellings)
Main npcs will be the doctor and the master though other recurring dr who charicters would appear
Monsters would include daleks,weeping angels,cybermen,autons,cyberlords and other dr who monsters and villians
Each session would be it's own adventure with some also spanning multiple sessions but with a sutle story arc and actions having long standing consequences
It would be set in a rebooted dr who universe with a young dr who has fled galifrey to persue the master and it is my intention to reveal that the time war is an on going event
The story would start off in potters lane/coal hill school which is trapped in a time slip
The reason i'm wanting to do this is i've had a dr who reboot in my head for so long but i'm bad at creative writing but good at verbal story telling/acting
Other ideas include both time lords being the 1st out of 13(keeping a hard 13 life rule) regeneration is linked to karn and the party can side with good or evil and storys will take place on various planets in various times ect per dr who but i may do one or two in actuall d&d settings
Will be a far way off as my fr game has just begun but thoughts? And has anyone tried this before, was it fun?
in a hole in the ground you notice a halfling
I'd caution you to only do this if you have a group that's into Dr. Who. If you have a group of players that either don't like or don't know Dr. Who, then I can assure you that they will be less than pleased about a lot of the game.
Off the top of my head, the biggest concern I'd have is that the players will be second fiddle to the Doctor. That's very fun in the show, but in a game where you're meant to be the heroes, they might be disheartened if they feel more like sidekicks.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
There already exists a Dr Who TTRPG that is, in fact, into it's second edition. I'd highly recommend that over 5e.
And before we get the typical 'oh but learning a new system is so hard' D&D is one of the most complex systems to learn. Most others are actually easier. Even if you don't end up using that particular game system (and I'd recommend that you do over 5e), there's a lot of useful in world flavour that you can get from the Dr Who TTRPG - Doctor Who The Roleplaying Game | Cubicle 7 Games It is less combat focused that 5e is, but that's part of it's charm. It's far better suited as a system where you have options for how to deal with an encounter. It suits the theme and setting far better than taking a machete and a paintbrush to 5e to try and make it fit the theme.
So, if you don't use the official TTRPG, here's some things to think about:
Finally, my advice to those who have a piece of fan fiction in mind - which it kinda sounds like you do - is to record it as an improvised oral storytelling. Grab Audacity and a microphone and speak into your computer, or your phone. Improv it, keep voice notes like others could keep written notes. 'Write' your story through audio. It's actually a method I use in writing stageplays. I will often improvise the scene aloud with my microphone running. I'll often then transcribe the scene later editing the words as I prefer. If this is just a story you need to get out and share though - often those don't make for great TTRPG stories...the process is collaborative not solo. It's the difference between world building and storytelling. JRR Tolkien for example was a worldbuilder. He only wrote the books to show off the world imo. That's kind of what we're doing when GMing. We're desperately wanting to show the players Rivendell, or the Lonely Mountain. We're wanting the players to come face to face with Shelob.
So if you want to show off the world then go for it, but I'd strongly recommend not making more work for yourself - take a look at the officially licensed TTRPG. If you want to write a story, then may try audio recording it and writing your story through voice/video instead.
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i'll take a look, i was considering the red dwarf ttrpg but its too pricey to get the stuff
in a hole in the ground you notice a halfling
the way around this is dr focussed subplots that tie in at key points i.e a dalek shoots the dr (d20 roll nat1) andd the dr regenerates whilst the daleks focus their atteon dave the unit soilder
in a hole in the ground you notice a halfling