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Back in January, Blogtor Who brought you news that the Fugitive Doctor herself, Jo Martin, would be penning her debut novel. It’s part of this year’s multimedia Doctor Who event Circuit Breaker, and more details on the book are now available.
The Kaleidoscope continues the Fugitive Doctor’s quest to save the Earth by returning mysterious objects to their proper place in the timeline before time and space themselves fall apart. This earliest incarnation has already encountered classic foes like the Daleks – enemies this incarnation has no memory of due to not having met them yet. However, this time she has a whole other reason for the gaps in her memory. Because the Silence have plans of their own…
Fortunately, the Doctor has a new old friend to help: Dr. Martha Jones. Martha’s never been afraid to call out the Doctor on their bad behaviour. So what will she make of the Fugitive? The book also features the debut of the Fugitive’s very own sonic screwdriver.
Though this is Jo Martin’s first novel, she has previously written stage plays and audio dramas, as well as co-writing television scripts. The Kaleidoscope may be the most exciting entry yet in the Doctor Who celebrity author range. It arrives at all good retailers on the 3rd of September, and you can find pre-order links here.
Doctor Who: The Kaleidoscope. Cover by Lee Binding (c) Penguin Books Doctor Who: The Kaleidoscope
When memories lie, the truth can be fatal.
In the aftermath of an improbable mission, the Fugitive Doctor and Martha realise that something is interfering with their minds. Something that doesn’t want to be found.
Their investigation leads to a curious artefact in the British Museum: an apparently medieval toy known as the Kaleidoscope. But the object refuses to stay in one place, one time – or one identity. And when the Doctor is repeatedly mistaken for someone she’s never met, fragments of unfamiliar memories begin to surface.
Across the Earth, a hidden pattern emerges; evidence of a secret that someone has gone to extraordinary lengths to conceal. As ancient enemies close in and innocent lives are put at risk, the Doctor learns the hard way that some truths were buried for a reason…
Circuit Breaker continues with The Honourable Society in the pages of Doctor Who Magazine 632, out on the 23rd of July
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For clarity, I don't mean characters in a fantasy world that have secret IDs and codenames and fight crime wearing costumes--though I think a Zorro or Iron Monkey sort of frame of masked fighters for justice could easily fit what I am thinking of. Mostly, though, I'm just thinking of comic books like Battle Chasers or Dreadstar (the latter is really space fantasy, but its basic setup is a useful example) and animated series like He-Man and the Masters of the Universe (2002, particularly). Epic fantasy stories featuring super-powered characters.
So what makes those examples "superheroic" in a way a 4e campaign isn't necessarily? In Superhero: The Secret Origin of A Genre, Coogan lays out his "MPI" definition of a superhero. That is, a superhero is a person with Mission, Powers, and Identity. He also has the fallback of "generic distinction" to catch characters (like the Hulk) that might fail by the initial test and to exclude characters that might seem at first blush to fit but are better accounted for in another genre.
Regardless of whether the fantasy heroes I'm thinking of would be superheroes in Coogan's estimation, I'm think about characters that:
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Have you ever wanted to add a crochet edging to a dish towel? Or maybe you've admired beautiful crocheted borders on quilts or fleece blankets and wondered how they got there without punching hundreds of holes first. What about those T-shirts with crocheted sleeves and hems? The answer is the blanket stitch! See how to […]
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0If you've been looking for a quick crochet project that's equal parts cozy and cute, you're going to love the Polar Bearskin Mug Rug! This charming coaster is a fun little make that works up fast with just a bit of yarn, making it perfect for stash busting, gift giving, or adding a touch of […]
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0The Delta has long been a dangerous place. Most citizens tend not to stray too far from the port city of Mirkell. When times were not so tough, barges, caravans and other travelers braving the wilds of the province would be well staffed with armed guards. However, as coin purses lightened, the extra expense couldn’t always be justified. Opportunists, both men and monsters, take every chance for an easy payday, or an easy meal.
This 120 page adventure presents a small region with about ten adventuring sites (taking about forty pages), a couple of towns, and a few other locations. I love the premise and setup of the region but the core dungeon locations are beset with clumsy writing and lacks a certain life to the encounters.
Ok, look, I’ll get to the review, but I need a moment to diatribe first. In this we’ve got a new king, a Good Guy” “He established a parliament, limiting his own powers, and fully recognized the citizens of the Delta as members of the kingdom.” Kings don’t do this. Well, they do, but only when their barons have quite strong armies and are not pleased with the king. That’s just not what the job of king entails, giving away your absolute rights derived from god. But, then, also “Recently talks of secession have been heard in the Delta. King Nicolai will not abide such murmurings.” Well king dipshit, what the fuck does your parliment have to say about that? After all, you ceded rights to them. We’re gonna ignore this little bit of contradictory realpolitik for the rest of the review; it’s really the only truly dumb ass thing the adventure says. Not being internally consistent breaks immersion. Pick a direction and go, for real reasons that are relatable, not this scattershot shit. But, again, not a big deal, which is why I’m leading off with it and ranting about it ?
The really strong point to this adventure is the factions and their timelines. You’ve got loyalists and successionists, anti-humans, researchers, nihilist death cult, and the Old Guard Rich & Powerful. Oh, look, the Teamsters (The Delta works best when we say Union Yes!) want more money and better conditions. Oh, look, the old boys club isn’t happy about changes to the status quo. Oh, and some agtators who think the Delta would be better without a remote king. And the kings men who disagree. Oh, and now there’s a death cult type thing mixing in with crowds and throwing firebombs, literally and metaphorically. This amps up feelings on all sides. And mixed in to this we’ve got some rc town assholes and dedicated researchers and the usual array of bandits. There’s a rough timeline of events that can kind of help set the tone during the game, such as “A police force, only answering to the Noble Stewards, is established in Mirkell. The Secessionists have a protest outside of Town Hall in Mirkell. The Cult of Saint Hideo will begin attacking and burning barges on the river. The Segregationists will begin importing mass amounts of arms and armor.” This isn’t a set of specific events but it does outline the general situation and the vibe. I SUSPECT thats enough. Just reading that I can think of a lot of things I can drop in to a game as little side things, and that’s generally what I’m looking for from a designer: enough to get ME going to create and drop in things. We can see crackdowns, brutality both accidental and intentional, accidents that are real and imagined. What do you do when a crate of bows spills out of a wagon? “Uh, it’s for fishing” says the fisherman hailing it. It’s a great little set up thing and a good way to use a death cult. “Yeah, there were death cult agitators in the crowd.” “Yeah, that’s what you WOULD say! Death cult! As if!” I love it when the party explores “Big Als Fireworks & Open Barrel of Gasoline Emporium.”
There are other tidbits here and there that are great as well. There’s a rival adventuring party that shows up form time to time in the wanderers table and in other places. “They are always kind and helpful unless given reason not to be. They travel with their mule, Bee,and little treasure (hoard type D).” Their mule, Bee. That’s a nice touch. Good grounding. And good job sprinkling them in to places to give the world that lived in feel. Good design. And, here’s a magic item “The Golden Eel Mouthpiece An exquisite, hollow golden eel. When held in the mouth, the wielder can breath underwater and swim twice as fast as usual. However, these effects only work in saltwater.” That feels real, yeah? The description, proper, is quite short but great, and while it mentions an effect it doesn’t belabour mechanics. Great magic item!
There are a few things that seem out of place, before I get to my major issue.
There are these graves of saints scattered around. Maybe twenty of them? Basically if you show up and do something for them then you get a magic item or boon or something. It feels a little … I don’t know, video-gamey? In that they are all basically the same mechanic? Or slight variations on the same mechanic? It’s like you’re touching all the totems on the map in Far Cry 19. And, then, one of them has a very specific morality test they ask you. “A poor beggar child is caught stealing bread. He is arrested by the town guard and hung for his crimes. Who committed wrong here? The child? The guard? The hangman?” Bonus test: this is a saint of the god Zakon, who believes that “cultural tradition and legal authority are inherently holy.” Make a guess. Did you guess? I SAID FUCKING GUESS! The child and guard are wrong but the hangman acted justly. I guess there’s room for interpretation in the holy tenets, even among the sainted of Zakon.
All of the intro and supporting information (and there is a lot of it, given that only about forty pages are dungeon) in this is either easily ignored or pretty decent. I wish, perhaps, it were trimmed back. A LOT. But, it is what it is and it’s generally inoffensive when its not great.
The dungeons, though, are something else. Maybe, I don’t know, about twenty rooms in each of the ten dungeon locations? There’s something weird going on with the entries, but, also, it’s hard to point to what exactly. Here’s an example “Bloody Hall The scrabble on the floor here
makes quiet movement nearly impossible. The stalactites here are smaller and are not dripping.
There is a bloody Drag mark here, leading to Room 4. There is also a Pile of stones along the northern wall.” (Bold has more information) So, this should be pretty chill. Bloody drag marks. The text above is the “at a glance’ information, so, not exactly read-aloud. It’s just … blah. “There is a …” repeated multiple times. The tites are smaller and not dripping. “Here makes quiet movement …” I don’t know. Here is a blah Here is a blah Here is a blah. Here is not a blah. The core here, though, I think you can recognize from what I’ve pasted in, is not bad. Hard to be quite, tites, and bloody tracks. Somehow, though, the language, and the follow up language, diminishes the interactivity in te room. Or the evocative nature? It’s weird. I’m not sure I see this too often.” It’s like having a decent idea and putting it down on paper in the most uninspiring manner possible while the concept still comes through. It’s not padded out in a meaningless way, maybe just in an … ignorant way? As in the designer didn’t know a better way to phrase what the room looked like in a more dynamic manner? And room after room is like this. The neato things going on are just so … BLEH. The follow on, for the bolded words, are fine, and the formatting is fine. It’s just all so, I don’t know, both padded out with pad phrasing and then, uninspiring? The formatting is fine. The interactivity is varied. I just have NO desire.
The dungeons, and the adventure might be fine but I’d rather run something else. It’s all just cumbersome. The NPC’s are listed in the back of the book, and are relatively terse, but there’s no way I’m flipping back there to run them. The dungeon are ok, but lack enthusiasm. Even something like the stricture of the regions and adventures. There are hooks for the ten adventures, or, perhaps, ways to get involved. I’d just list them all up front, rather than right in front of the adventure, as shit going non in town or the village or something. Everything all at once, or tied to the timeline. Cut a shit load of text and instead focus on putting the NPC’s together with the timeline together with the hooks, to make the entire regional flow together better as a cohesive flow.
This is, I think, the designers first real adventure/publication. And, given that, it shows. The rooms are not overly written, while the regions is perhaps a little excessively written. The rooms ARE padded out with simple language padding while the regional data has some decent specificity here and there. A strong focus on specificity in the region, trimming a lot of the boilerplate fantasy stuff, and reworking the rooms in the dungeons to eliminate padded out phrasing and bring in more adjective and specificity would make this pretty decent.
This is Pay What You Want at DriveThru with a suggested price of $7.77. The preview is 25 pages and mostly fluff. Page 19/14 has the factions and their timeline, which is the best of the more interesting possibilities with this. It should really have had a few dungeon pages as well.
https://www.drivethrurpg.com/en/product/569417/danger-in-the-delta?1892600
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Doctor Who may be on hiatus while the BBC put it out to tender to new production companies. But even with no current showrunners to represent the Whoniverse at this year’s San Diego Comic Con, fans and official licencees will still be there to fly the flag. Events taking place at the world’s most iconic comic con include the Future of Doctor Who panel, where fans will be placing their bets on the next actor to helm the TARDIS. Other fan events over the weekend include a cosplay meetup and a quiz. Meanwhile, Titan Entertainment will be on hand to tell all about the latest Who comics and merchandise, including exclusive items you can only get there, and 52 Toys will be unveiling a new range of 1/12 scale figures.
The Future of Doctor Who panel takes places at 3pm on the 23rd of July at the Omni Hotel. Sandro Monetti will be moderating the discussion where the panel will be suggesting former Tsuranga Conundrum guest star Brett Goldstein as the next Doctor. Fans in attendance will also get the chance to vote, giving the Ted Lasso actor their thumbs up or thumbs down.
The cosplay meetup and photo shoot will be precede the panel, at 1.30pm on the Martin Luther King Jr Promenade. In the evening fans can head to the Shakespeare Pub on India Street for the special Doctor Who quiz which kicks off at 7pm.
Some of the exclusive merchandise at this year’s SDCC Titan will have exclusive items available only in San Diego while 52 Toys unveils their new Doctor Who line
You’ll be able to get exclusive Doctor Who merchandise from the Titan stand all weekend, while stocks last. These include a special SDCC magnet featuring the TARDIS and a surfboard, a San Diego t-shirt featuring a Weeping Angel, Dalek, and Cyberman hitting the beach, a manga style Tenth Doctor t-shirt, and a set of pin badges featuring some of the more unique TARDIS looks down the years. Other items, including a Meep vinyl toy and bi-generation toy set will be available in the US for the first time.
Finally, visitors to 52 Toys’ stand will be the first in the world to see their new 1/12 figures of the Tenth and Eleventh Doctors, Weeping Angel, Dalek, and Cyberman.
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So for a couple of years, I've been slowly putting together an explanation of how I run tabletop roleplaying campaigns, and I finally got a good intro and summary that tie everything together and give me a foundation for organizing the details of what I do.
The Living World SandboxA Sandbox Campaign is a way to run a tabletop roleplaying campaign in which the players, rather than the referee, determine the campaign's focus. The referee creates the world, its characters, locales, and geography. During play, the referee role-plays the creatures and non-player characters and adjudicates the players' attempts as their characters. The players are free to pursue whatever catches their interest or go wherever they believe will further their goals.