Introduction to the Doctor Who Roleplaying Game - Second Edition

Welcome

Welcome to the Doctor Who Roleplaying Game! This guide will introduce you to the very basics of TTRPGs (Tabletop Roleplaying Games), as well as on how to get started.

This is not by any means, shape or form a comprehensive guide of everything the Doctor Who RPG has to offer. Instead this will be focused on what is most important for you to have your first couple adventures and dip your toes into this Universe.
There are more complex mechanics on the book that are necessary for longer adventures, like, but not limited to, how to properly deal with Experience Points, expanding and changing your focus, fulfilling your goals and even retiring your characters when the time comes. You can even build your own TARDIS! If that sounds awesome for you, go buy the books!

NOTE: You can click on Section Headers to collapse them! (Try clicking on "Welcome").

What is a Roleplaying Game?

Imagine you and your friends are telling a story together, but instead of just talking, you're acting it out! That's what a roleplaying game (RPG) is like!
In an RPG, each person plays a character. A character is like a person in a book or movie, but you get to decide what they do and say.
You might be a brave knight, a sneaky spy, or even an alien from another planet! We often call those Playable Characters (PC).

One person, called the Gamemaster (GM), is like the storyteller. They (usually) don't have a PC.
They describe the world around you, like what you see, hear, and smell. They also play the parts of other people or creatures you meet, we often call these Non-Playable Characters (NPC).
But, more importantly, they do a lot of preparation and worldbuilding so the PCs can face challenges, decisions, battles and ultimately achieve their heroic goals (OR NOT, more on it later on).

Hmmm, this sounds a lot like...

Basic gameplay loop (The G in RPG)

You and your friends decide as a group what your PCs want to do.
Maybe you want to explore a dark cave, talk to a wise old wizard, fight a scary monster... or anything really, in the realm of imagination we have very few constraints.

After deciding that, your GM narrates how the world responds to your actions.
Sometimes, your PC just needs to perform mundane activities, like opening a door, or walking from point A to point B, things they could do 1000 times without fail... in this case, the GM just tells you what happens, like describing the magnificent treasure room behind that door, or the sights to behold between those points A and B.

But well... sometimes... life is not that simple. You might be attempting to jump over a big hole, maybe that door was locked and you have to lockpick it, maybe someone stopped you halfway to point B trying to sell you things!
Behold! The dice! Whenever your PC is presented with a situation where failure is an option We are going to roll some dice to find out what happens... Why? Because that adds a bit of fun, surprise and luck to the game.

Remember that TRYING from a couple paragraphs before? In a game sometimes things don't go your way and you have to change plans, react, adapt!
After all, if you could just pick and choose every outcome, you might as well just call it a Collaborative Writing session.

Decision-making (The RP in RPG)

Remember that character you created? The one with a name, a backstory, and maybe some special skills? Well, when you're playing an RPG, you're not just making decisions for yourself, you're making decisions for that character.
This is called roleplaying, and it's a big part of what makes RPGs so much fun!

When you're roleplaying, you're trying to think like your character would. What would they do in this situation? What would they say? How would they react?
It's not always easy, but it's a lot of fun to try!

If you came across a dragon, your real life self might want to run away, but your brave knight might want to fight it to protect the people!
Or, if your character is a sneaky spy, they might try to sneak past the guards instead of fighting them head-on.

It's important to remember that your character is not you. They have their own personality, their own goals, and their own way of doing things.
Sometimes, your character might do things that you wouldn't do, or say things that you wouldn't say. That's okay! That's part of the fun of roleplaying!

HINT: People often find it easier to roleplay when they see themselves as (in part) writers of their character and (in another part) an audience for other players...
You can try to see it from the outside and imagine the game table is like a TV where an episode is airing, you can root for the characters, cheer for them, cry their sorrows... but not control what the emotion is going to be.
A good indication that you are getting the gist of it is leaving a game session with that feeling of wanting to know what happens, wanting to "watch" the next episode!

The elephant in the room

Video Games...

Some players will be entering the world of TTRPGs after years of experiencing games through the lens of Video Games.

It is not uncommon for people on this walk to view TTRPGs as something they HAVE TO win or lose, succeed or fail. And they might find it revolting that their super strong PC could not open a pickle jar or something.
While in reality, both successes and failures are just means to a narrative in TTRPGs. For example:

During these moments when your plans go out of the window, it is always nice to take a step back, breathe, and assess how your new situation can develop into a new story.
Example: Your MEGASWORD +10 just got shattered to pieces!!! OMG!!!... Think what may come of it, a sidequest to restore the sword maybe? Or even maybe a story arc where your PC finds out it was never about the sword but their own inner strength!

Lastly but not least... Your GM is your friend! (and they are also human and make mistakes... sometimes)
While at first glance it might look like the GM is this outside monster that is trying to sabotage your mission, the reality is that they are as much at your side as any other player!
You can always sit down with your party and GM during downtime to plan story arcs. Huge failures can turn into cliffhangers for a comeback, be excited for "How can the PCs turn this around next session???" instead of "This was a game over, bummer"

I am even going to throw in a Doctor Who example here... (mind the spoilers)
Think what the Doctor and Clara did after Danny Pink was gone, an amazing story arc that would never exist without the death of a character. (I cry everytime)

Conclusion

The best part of TTRPGs is that you and your friends are making the story together!
You can go on amazing adventures, solve mysteries, and have lots of fun.
It's like being in your own movie or book, where you get to decide what happens next.

In summary, an RPG is like a game of pretend, but with rules, dice, and a GM to help guide the story. It's all about using your imagination and having fun with your friends!

The Doctor Who RPG

The Doctor Who Roleplaying Game is a bit different from other RPGs you might have played. It's designed to capture the spirit of the Doctor Who TV show, which means it's more about storytelling and problem-solving than combat and loot.

Narrative Focus

In many RPGs, combat is a central part of the game. You spend a lot of time fighting monsters, collecting weapons, and leveling up your combat skills. In the Doctor Who RPG, combat is less frequent and less important.
Instead, the game focuses on narrative. You'll spend more time talking to people, exploring strange places, and figuring out how to solve problems.

This doesn't mean there's no combat at all. There are times when you'll have to fight, but it's not the main focus of the game.
Even when combat does happen, it's often more about finding a clever way to outsmart your opponents than just hitting them really hard.

Talking is Preferred

In the Doctor Who TV show, the Doctor often solves problems by talking to people. They might convince a villain to change their ways, negotiate a peace treaty between warring factions, or simply talk their way out of a dangerous situation.
The Doctor Who RPG encourages this kind of gameplay. You'll often find that talking is a more effective way to solve problems than fighting.

This means that skills like persuasion, charm, and knowledge are just as important as combat skills. You might even find that they're more important!
After all, it's often easier to talk your way out of a fight than to win it.

Equipment is not that Important

In many RPGs, equipment is a big deal. You spend a lot of time collecting weapons, armor, and other items that make your character stronger. In the Doctor Who RPG, equipment is less important.
While there are some items that can be useful, they're not as important as your character's skills and abilities. You're more likely to solve problems with your wits and charm than with a fancy weapon.

This means you don't have to worry about collecting lots of loot or spending hours shopping for the best gear. Instead, you can focus on the story and the adventure.
After all, the Doctor often solves problems with nothing more than a sonic screwdriver and their own intelligence.

Getting Started

Ready to jump into the TARDIS? Here's what you need to get started:

Gather Your Companions

RPGs are best enjoyed with friends! Gather a group of people who are interested in playing. You'll need at least one Gamemaster (GM) and a few players.

Grab Some Dice

You'll need some six-sided dice (d6s) for the Doctor Who RPG. If you don't have physical dice, there are plenty of online dice rollers you can use. Google it "roll a d6".

Character Sheets

Each player will need a character sheet to keep track of their character's abilities, skills, and other important information. You can find a blank character sheet on the sidebar and also a list of Characters known and loved from the TV Series.

The Rules

You'll need to know the basic rules of the game. You can find them in the "How to Play" section of the sidebar. Don't worry, they're not too complicated!

Imagination

The most important thing you need is your imagination! Be ready to think creatively, make decisions for your character, and have fun.

The Book

The Doctor Who RPG is published by Cubicle 7. While this website provides a good introduction and some basic resources, the full game rules, character creation options, and other materials are available in the core rulebook.

If you're planning to run a game, it's highly recommended that you get a copy of the book. It contains everything you need to create your own adventures and run them for your friends.

By purchasing the book, you're also supporting the creators of the game, which helps them continue to produce new content and support the Doctor Who RPG community.

Sourcebooks

Cubicle 7 also publishes a variety of sourcebooks for the Doctor Who RPG. These books contain additional rules, setting information, and pre-written adventures.

If you're looking for ready-to-go adventures, or if you want to expand your game beyond the basics, these sourcebooks are a great resource.

Next Steps

Now that you have a basic understanding of what an RPG is and how the Doctor Who RPG works, you might be wondering what to do next. Here are a few suggestions:

If you want to see how the game works in practice:

Check out the Examples of Play section. There, you'll find some examples of how the game is played, including some sample scenarios and how they might play out.

If you want to create your own character:

Head over to the Creating a Character section. This will guide you through the process of creating your own character, explaining how to use the character sheet.

If you want to learn the rules:

Take a look at the Rules section. This section will explain the basic rules of the game, including how to roll dice, how to resolve actions, and how combat works.