Primeval is that rare beast – a British Science Fiction
television series that has received multiple series. Indeed, the series has
even had a spin off in the form of Primeval: New World, a Canadian series made
in Vancouver. What is so strange about this is that Primeval was made for ITV,
the United Kingdom’s primary commercial terrestrial broadcaster, and ITV has a
poor record when it comes to genre television. This is not to say that ITV has
not broadcast some great genre television over the years – Sapphire &
Steel, The Avengers, U.F.O., are all good examples – but in modern times,
commercial interests and viewing numbers have determined the programmes that
ITV has had commissioned and broadcast. So the commissioning of Primeval and
its subsequent success was something of a surprise, and all the more surprising
given that it was broadcast at a time when only the one Science Fiction
television series mattered – the new Doctor Who!
Yet Primeval proved to be successful, becoming popular
teatime viewing through all five series, primarily because its monsters or
rather dinosaurs, not only looked as if they could exist, but they also looked
and were scary. At least for teatime viewing, something that Doctor Who has not
always achieved in its modern incarnation. The fearsome look of the dinosaurs
was all down to the expertise developed by the programme’s makers on the
earlier Walking with Dinosaurs series, not for ITV, but for the BBC. Despite
being a success, Primeval had a problem all of its very own, because it could
not quite decide what exactly it was. It began as a classic dinosaur
hunting/monster of the week series, but evolved into a time travel/conspiracy
series, and then a conspiracy/time travel series. Which at times gave it an odd
tone.
Fortunately this sometimes odd tone is not present in Primeval
– The Roleplaying Game published by Cubicle Seven Entertainment. Its author,
Gareth Ryder-Hanrahan, has a done a fine job in setting a balance between the
game’s three core elements – monster hunting, time travel, and conspiracy. The
set up for Primeval – The Roleplaying Game is the same as the television
series, roughly during Series 3. The player characters are scientists,
researchers, experts, and soldiers, all working for the Anomaly Research Centre
or ARC. This is a secret government organisation dedicated to investigating the
Anomalies, preventing incursion of creatures from the past or least sending
them back to the past if it can, preventing the public from becoming aware of
both the Anomalies and the creatures that come through them, preventing the
current timeline from being altered or erased, and investigating and preventing
an apocalyptic disaster that will befall humanity and the planet in the near
future. This set up provides the RPG with a surprising amount of depth given
that upon first sight the series itself appears to be nothing more than a
"dinosaur hunting" show.
The challenge in Primeval – The Roleplaying Game though,
starts with the dinosaurs. Not only do the player characters have to prevent a
marauding dinosaur from the deep past from snacking on the "all you can
eat buffet that is the British public in the twenty-first century," they
also have to prevent that public from becoming aware of the possibility of
dinosaurs in their midst. Further, they have to do this without killing the
dinosaur. The danger in killing the dinosaur is that its death will somehow
alter the timeline that the player characters come from, as has happened in the
television series. Worse, there are those from the player characters' timeline
and from any number of different futures, who are not only aware of the
Anomalies and the fact that they enable a limited form of time travel, but who
actually want to alter the timeline to their benefit. The most notable example
of this from the television series is that of Helen Cutter, wife of the main
character, Nick Cutter. Missing for years, Helen Cutter wants to alter
evolution itself!
The default setting or Campaign Framework of the ARC
investigating the Anomalies is not the only option in the game. A GM could
easily create his own Campaign Framework and organisation for the which the
player characters work. Primeval provides rules for creating benevolent
organisations like the ARC or those like Christine Johnson's secret government
organisation which has more malevolent intentions in mind. Of course, the
player characters could be working for such an agency. One of the sample
organisations, Dinosaur Hunters, Inc., which provides secret safari trips into
the past for the extremely wealthy, can be used as the player characters'
employer, or as a rival to the ARC, but with far more commercial interests. The
guide to creating a group also covers the players co-operating in choosing what
their character roles are within the organisation so that everyone has
something to do.
Primeval – The Roleplaying Game employs the same mechanics
as the Doctor Who: Adventures in Time and Space – The Roleplaying Game and the
forthcoming Rocket Age RPG, both also from Cubicle Seven Entertainment. To
create a character a player divides a total of 42 points between six
attributes, his selected skills, plus Good Traits. Choosing Bad Traits gains a
player more points to assign, as does taking the Experienced Trait. This is a
Special Good Trait which when selected grants extra points to spend on skills,
but at the cost of Story Points. The latter are equivalent of Luck or Hero
Points from other RPGs, but are used to gain clues and dice, to avoid failure,
ignore damage or Bad Traits, to inspire others, or to alter the plot. Creating
a character is an easy process once a player has a concept. Of course, a player
could just roleplay one of the characters from the television series. Full
write-ups are provided for Nick Cutter, Abby Maitland, Conner Temple, and the
rest of the cast, allowing them to be taken as player characters or be used as
NPCs by the GM.
Nicholas Marsh
Awareness 4 Coordination 4 Ingenuity 4
Presence 3 Resolve 3 Strength 3
Animal Handling 3, Athletics 2, Convince 2, Fighting 1,
Knowledge 2, Marksman 3 (Bow 5), Medicine 4 (Veterinary 6), Survival 3,
Transport 2
Traits:
- Animal Friendship (Good Minor Trait) – Nick knows the best way to approach any beast.
- Anomaly Sense (Good Minor Trait) – Looking for a way back from the past gives a sense for when an Anomaly is nearby.
- Authority (Good Minor Trait) – Nick is a skilled paramedic and an even better veterinary surgeon.
- Experienced (Special Good Trait) – You do not spend two years in the past without gaining some life changing experience.
- Sharpshooter (Good Minor Trait) – Practise makes perfect, especially if you have to hunt for your food.
- Tracker (Good Minor Trait) – When you have to hunt for you prey…
- Animal Lover (Bad Minor Trait) – Nick often seems to like animals more than he does his fellow man.
- Emotional Complication (Bad Minor Trait) – Nick never knew he had a wife, until he got to this timeline.
- Impaired Senses (Bad Minor Trait) – Nick needs spectacles as he is short-sighted.
- Time Shifted (Bad Minor Trait) – He may have found a home with the ARC, but it is not his true home.
Story Points: 9
Our sample character is Nicholas Marsh, a veterinary surgeon
who when investigating the strange deaths of a number of animals at a safari
park fell into an Anomaly. Lost in the prehistoric past for over a year, he was
forced to learn to survive and adapt in a strange new land populated by
creatures that he only knew about from books and television. Their presence was
the only clue that he was in the past rather than living after some apocalyptic
event that changed the world beyond all recognition. In that time he became a
proficient archer, marksman, and tracker, but expected to die in the past. It
was only an encounter with an ARC team investigating an Anomaly that gave him
hope, and he was not only able to help the team, but he was also able to follow
the team back through the Anomaly. Unfortunately, the present that Nicholas
returned to was not his own, but one that was slightly different. There had
been a Nicholas Marsh in this present and he too had gone missing over a year
ago, but that Nicholas Marsh had also been married whereas the Nicholas Marsh
who had returned from the prehistoric past had not been. Now he has to contend
with a present that is just not quite right – none of the books he had written
seemed to exist and he is having to work on them anew – and a wife with whom he
has no history.
To do anything in Primeval – The Roleplaying Game, a
character rolls two six-sided dice and to the result of this he adds an
attribute and a skill appropriate to the action. The total must beat a target
ranging from nine for an Easy task to thirty for a Nearly Impossible one. The
result is qualitative in nature. A result equal to the target or three higher
is an Okay result with the "Yes, But..." effect in which a character
succeeds, but at a cost; a result of between four and eight greater than the
target is a Good result with the "Yes!" effect in which the character
succeeds completely; whilst any result of nine or more is a Fantastic result
with a Yes, And..." effect in which the character not completely succeeds
with an extra benefit! There is a corresponding set of three types of failure
if a player rolls badly, but all six results encourage a qualitative outcome,
one that contributes towards the story that is being played and told. A player
can modify a dice roll by spending Story Points, primarily by increasing the
number of dice a player rolls when attempting an action. No matter the number
of dice to be rolled though, only two count towards the roll.
For example, our sample character, Nicholas Marsh has
accompanied his team to investigate an Anomaly in a cinema complex and reports
of a publicity stunt gone wrong. Discovering some spoor, he suggests that the
stunt is actually a dinosaur that has come through the Anomaly and discovering
some spoor identifies it as a predator. He decides to track it to wherever it
might have its lair. Nick's player would
normally add his Awareness attribute and his Animal Handling skill to a roll of
two six-sided dice to get a result, but he also has the Tracker Trait so gets a
+2 bonus to the roll. To ensure that Nick finds the creature as quickly as
possible, his player spends a Story Point to add two extra dice to the roll (if
he were to spend more Story Points, he could only add another die for each as
he only gets two dice for the first Story point spent).
Nick's player rolls 3, 3, 4, and 6. He selects the 4 and the 6 as his best dice before adding his Awareness 4 and Animal Handling 3 along with the +2 bonus from his Tracker Trait bonus for a total of 19. The GM has set the target for this as Tricky or 15 as the lighting in the cinema is poor. The result is four is higher than the target, which is a Good roll with a "Yes!" effect. So Nick is able to track the creature to wherever it has gone...
Much like Doctor Who: Adventures in Time and Space – The
Roleplaying Game, which uses the same mechanics, combat in Primeval – The
Roleplaying Game is slightly different to that of a traditional RPG. In the
former, initiative always favours those who want to talk first, then those who
want to do something, and lastly those who actually want to attack. In Primeval
– The Roleplaying Game, initiative is handled according to your speed – fast
creatures go first in order of Coordination, then humans and other creatures of
a similar speed in order of Coordination, and lastly slow creatures in order of
Coordination. Further, as in Doctor Who: Adventures in Time and Space – The
Roleplaying Game, taking damage in the Primeval – The Roleplaying Game is
deadly. This because damage suffered is levied directly from a player or
creature’s attributes, which impinges on a player’s ability to act as reflected
in lower attribute numbers to add to skill rolls.
The danger inherent to combat in Primeval – The Roleplaying
Game only escalates when it comes to the game’s fearsome monsters. Terrors like
the avian Phorusrhacid and the ferocious Utahraptor, not mentioned the
mysterious “Future Predator,” are capable of killing human beings, as indeed
are the numerous insects, infections, and other biological dangers that exist on
the other side of the Anomalies. Although the RPG’s various monsters use the
same attributes, and similar skills and traits as player characters, the
monsters have their own special stat – Threat. This is a measure of how
aggressive a creature is, the higher it is, the more aggressive it is. If a
creature is hungry, in fear, injured, or displays aggression, its Threat rises,
whilst its Threat will fall over time, if it feeds, or a successful Animal
Handling skill roll is made against it. When playing a monster, the GM can
spend Threat to give it bonus dice, lower the damage it suffers, or to activate
its Threat Powers, such as the “Leaping Attack” of the Utahraptor.
As much as Threat is mechanic to help the GM, it is one that
can be manipulated by the player characters. Do they need to calm a scared
Scutosaurus in order to herd it through an Anomaly? Then good fodder and an
Animal Handling skill check might be the solution. Or do they need to get an
Utahraptor to chase them into an Anomaly? Then they should be aggressive
towards it in order to attract its attention. Almost thirty monsters from the
past are described in Primeval – The Roleplaying Game, and that in addition to
the various humans from the past and certain dangers from the future. Beyond
that, guidelines are provided to enable the GM to create his own threats, and
the soon-to-be released Primeval Companion details another forty-five or so.
A similar mechanic handles cover-ups, one part of the ARC’s
remit, but instead of Threat, this is Exposure. By sealing Anomalies, capturing
creatures, and creating cover stories, an ARC team can reduce Exposure, but
witnesses, victims, physical evidence, imagery, nosy investigators,
journalists, and conspiracy theorists all work to raise Exposure.
Since the television series and thus Primeval – The
Roleplaying Game involves time travel, it is no surprise that both this and the
means of achieving time travel as well as its dangers – the Anomalies – are discussed
in some detail. This includes the possibility of changing the time line and all
of the hazards that entails. Again, a mechanic similar to that used for Threat
and Exposure is used to assess the possibility of Temporal Damage, which if it
gets too high, can lead to the current time line actually being altered.
A quarter of the book is written specifically for the GM,
although a good half of the book – the latter half of the book – is really
intended for his eyes only. This quarter includes an excellent chapter on
gamemastering. It not only covers the basics, but provides a very useful description
of the various types of player from power gamers and butt-kickers to
storytellers and casual gamers, including their benefits and foibles. It takes
the GM through the process of creating a single-session adventure, then a
longer two or three session adventure, thus building up to campaign. Although
the advice is written for Primeval – The Roleplaying Game, it would fit
well with many other RPGs. More specific to the setting, the GM’s advice covers
its secrets as they are known by the end of season three of the television
series. This includes conspiracies, supported by details of those seen on
screen and those created for the RPG, both of which are pleasingly inventive;
and details of the future and its inhabitants. To be honest, this section does
not go into too much detail, keeping it vague much like the television series.
Rounding out the Primeval – The Roleplaying Game is a solid scenario for use
with an ARC based campaign. It is written with the neophyte GM in mind, having
clearly marked separate sections for both him and the GM who has more experience.
Physically, Primeval – The Roleplaying Game draws on the
television series for its illustrations – so lots of photographs of dinosaurs
along with various members of the cast. The book is cleanly and tidily laid
out, using quite an open layout.
Primeval – The Roleplaying Game feels very complete. It not
only provides everything that a player and GM needs to start a campaign within
the setting and more, especially with the given examples. It serves as thoroughly
researched sourcebook for the series, matching this with rules and mechanics
that support most obviously the action of the television series, but also just
as effectively its storytelling aspects too. Away from the television series, if
you wanted a dinosaur-hunting, cross-time conspiracy RPG with an understandably
British restraint, then Primeval – The Roleplaying Game is your answer to said
wont. It does all that and it does it well in an engaging fashion. So not only
is Primeval – The Roleplaying Game a fine adaptation of the television series, it
is a fun dinosaur-hunting, cross-time conspiracy RPG that stands on its own.
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