‘Change, my dear. And it seems not a moment too soon.’
We recently launched the pre-order and released the PDF for the new Second Edition of the award winning Doctor Who: The Roleplaying Game, but what exactly has changed with this regeneration, and can you still use the many books and supplements already available? Producer Dave Chapman explains more below.
Updated PDF Files
We have now updated the PDF files for Doctor Who: The Roleplaying Game Second Edition. Edits include:
- Minor corrections to Ryan’s character sheet
- Changes to recommended points from purchasing the Experienced Distinction during character creation
- Minor adjustments to points for alien player character ‘packages’.
Can you still use existing supplements?
First, and perhaps most importantly, the answer to the question of whether you can still use the books and supplements you already have is a definite yes. The game is completely backwards compatible with the First Edition, and any of the information from the previous books can be used to play the new Second Edition with very little conversion. In fact, we’d say that you could convert your character from First to Second Edition in the time it takes to boil the kettle and make a cup of tea.
Are the Attributes and Skills the same?
Yes! Well, mostly. The Attributes are identical, but the Skills have had a slight tweak, with the two ‘combat’ Skills merging into one, and a new Skill — Intuition — being added to bring the number back up to twelve.
What are the big changes?
When you look through the book, what you’ll probably notice first is the absence of Traits. Traits were the little quirks that defined the characters personality, abilities, and any major powers they had. There were a lot of Traits by the time we reached the twentieth book, with each title adding new ones for the smallest of powers and abilities. Those have gone now, as have a lot of the maths and book-keeping that went with it, speeding things up immensely.
The effects of the old Traits can still be reflected during play through roleplaying and the Gamemaster’s input, but the more powerful Traits have been replaced with Distinctions — what makes your character distinctive. Whether this is your alien heritage, psychic abilities, or being a Time Lord, a simple Distinction can be created by the player to reflect a wide variety of aspects both positive and negative.
Is the game system the same?
Yes it is, though the way you read the dice has changed a little to make things faster and reduce the maths again. Instead of rolling the dice and working out how far above or below the Difficulty the result is, you can determine success and the quality of the success a lot faster.
Otherwise, everything else is the same — Story Points, Gadgets, time travel and running order.
There are a host of new features to make your characters well rounded and to give them the great background and depth you’ve come to expect from the series. Not only will you create interesting backstories for your characters, but as you play you’ll experience all sorts of fantastic encounters that can improve your character, and be remembered and recalled if you find yourself in a similar situation.
Add to this a wealth of information about the Doctor’s Universe, the aliens and monsters that the Doctor has encountered in her adventures both recent and past, and some gorgeous images from the entire history of the series, and you have everything you could need to adventure across space and time.
BBC, DOCTOR WHO, TARDIS, DALEK, CYBERMAN and K-9 (word marks and logos) are trade marks of the British Broadcasting Corporation and are used under licence. BBC logo © BBC 1996. Doctor Who logo and WHO insignia © BBC 2018. Thirteenth Doctor images © BBC Studios 2018. Dalek image © BBC/Terry Nation 1963. Cyberman image © BBC/Kit Pedler/Gerry Davis 1966. K-9 image © BBC/Bob Baker/Dave Martin 1977. Licensed by BBC Studios.