Players and the referee should read this chapter carefully, or have it explained to them by someone who knows the rules. Rules in subsequent chapters can be skimmed by players to glean some knowledge of the game's workings; the referee needs to set aside time to read the rules at least once.My role-playing game days are very far behind me now, but in my late teens I was pretty absorbed in the linked fandoms of postal diplomacy and RPG design. One of the major figures of the latter was Ian Marsh, co-editor of the famous zine Dragonlords, solo editor of the less famous Year of the Rat, and briefly the professional editor of White Dwarf, which is of course still going. Ian himself now runs a tabletop miniatures business in the Isle of Wight. I only recently realised that he and Peter Darville-Evans, the original editor of Virgin’s New Adventures, had collaborated on this role-playing game. I am no longer enough of an RPG fan to really evaluate it; the points that struck me were:
- No time needed for players to roll up characters, because character sheets for the (then) seven Doctors and their companions are already provided and players are expected to use them.
- An interesting mechanism for invoking chance: the referee establishes the difficulty of a particular task on a scale of 0-5, and the player must then “beat the difference”, by rolling two dice and seeing if the difference between the two numbers exceeds the difficulty of the task.
- Quite a strong time element, in terms of how long particular activities will take mattering a lot to the outcome of your scenario, perhaps deliberately echoing the time pressure of a 25-minute TV episode.