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Showing posts with label Time Travel. Show all posts
Showing posts with label Time Travel. Show all posts

Sunday, 8 February 2026

Time & Tide

For three hundred years, the floating city of Naviri has been a beacon of comfort, co-operation, and community. Located in the shallow waters of a tropical lagoon, it consists of a number of large, permanent islands—or docks—as well as many floating ones, hence its nickname of the ‘Floating City’ or ‘Floating Islands of Naviri’, that together make up a warm and welcoming home under azure skies dotted with the fluffiest of white clouds. Despite their differences, numerous species live and work together in the city—Betalods, Chameleons, Crocs, Cuttlebeards, Frogs, Golfins, Humans, Iotas, Magnafrons, Nag’i, Salamanders, Turtles, and Tyros. Yet despite Naviri being a tropical paradise, it is sandwiched between two great threats. Behind it is the endless of expanse of the Droskani Desert, home to desert raiders and fiends, but also the grey-haired Human traders who make the twice annual journey from their home in Stoen on the far mountainous side of the continent to Naviri. Before it looms the Fold. A great storm that has been calcified into a glacier of apocalyptic weather and monsters. Naviri has always suffered from storms, but the city weathered them and the sea monsters that followed in their wake, protected by the Tidal Blades, elite guardians of the Floating Islands. For centuries, the Tidal Blades protected the city from both the storms and the monsters, as well as helping the community and helping to keep order. Fifteen years ago, the city was threatened by the biggest storm in recorded history. The Tidal Blades were no match for its ferocity or that of the monsters that invaded the reef. The city’s leaders asked the Tidal Blades to deploy an experimental piece of technology developed by Arcanists of the Citadel of Time called the Fold that would halt the storm and the sea monsters. Answering the call, in what became known as the Great Battle, the Tidal Blades successfully activated the Fold. It worked, but at a cost. The Fold stopped time. It trapped both storm and monsters in time, but also stopped the Tidal Blades in time. Now, the Fold has begun to weaken. Sea monsters are slipping through. How long until the Fold fails and who will protect the city now and then when it does? For there no Tidal Blades any longer…

This is the setting for two board games published by Druid City Games. In Tidal Blades: Heroes of the Reef, the heroes undertake a series of challenges across the island and in three arenas as part of the Tournament of Heroes in an attempt to be acclaimed one of the Tidal Blades. In its sequel, Tidal Blades 2: Rise of the Unfolders, the Tidal Blades are entrusted with the Nexus, a device that will enable them to enter the Fold, unfreeze time, discover its secrets, and hopefully recuse the Tidal Blade heroes of the Great Battle. It is also the setting for Tidal Blades: The Roleplaying Game, published by Monte Cook Games. It is set roughly at the same time as Tidal Blades: Heroes of the Reef, but can be set before or after, and although mechanically different, the board game could be used to play out the Player Characters’ efforts to become the new Tidal Blades. Or that can be played as part of the roleplaying game, which suggests several paths—or story arcs—that a Player Character can participate in to eventually become a Tidal Blade. In addition to being a roleplaying game, along with its rules for creating Player Characters and playing the game, Tidal Blades: The Roleplaying Game provides details of the world, making it a gazetteer of the setting, and two scenarios. It is a roleplaying game of hope and adventure, community and duty, exploration and heroism. It is an aquatic Science Fiction setting in which advanced Michronic technology enables Michronic Loops, or time jumps, often moments into the past to change the present.

As with other roleplaying games from Monte Cook Games, Tidal Blades: The Roleplaying Game uses the Cypher System, first seen in Numenera in 2013. A Player Character in the Cypher System and Tidal Blades: The Roleplaying Game has three stats or Pools. These are Might, Speed, and Intellect, and represent a combination of effort and health for a character. Typically, they range between eight and twenty in value. Might covers physical activity, strength, and melee combat; Speed, any activity involving agility, movement, stealth, or ranged combat; and Intellect, intelligence, charisma, and magical capacity. In game, points from these pools will be spent to lower the difficulty of a task, but they can also be lost through damage, whether physical or mental. A Player Character has an Edge score, tied to one of the three pools. This reduces the cost of points spent from the associated pool to lower the difficulty of a task, possibly even to zero depending upon the Edge rating.

A Player Character can be summed up in a simple statement—“I am an adjective species noun who verbs.” The adjective is the ‘Descriptor’, describing how the Player Character acts or his manner; the species is one of the thirteen species who live in Naviri; the noun is one of the four character ‘Types’ in the roleplaying game; and the verb is the Player Character’s ‘Focus, that is what he does. For example, “I am an Exiled Human Speaker who Doesn’t Do Much.”, “I am Sea-Born Tyro Explorer who Sails the Howling Seas.”, “I am an Intelligent Betalod Adept who Conducts Weird Science.”, and “I am Vicious Croc Fighter who Fights Dirty.” The four Types are Adept, Explorer, Fighter, and Speaker. Besides Human, the Species include the pink, semi-aquatic newt-like Betalods who are telepaths and good at analysing their environment; Crocs are aggressive combatants, often with regard to their own safety; Cuttlebeards have face tentacles used as manipulators and to enhance their speech, who are sociable and read the histories of objects; Nag’i are mutant, aquatic humans known for doing everything with a flourish or a quip; and more. All of the Species have one inability as well several abilities to choose from, as do the Descriptors and Foci.

Creating a character is a matter of making some choices, assigning a few points here and there, and so on. It is a fairly simple process, but there are a lot of options to choose from.

Sepiella
“I am an Inquisitive Cuttlebeard Adept who Delves the Fourth Dimension.”
Background: “You used to sneak into the Atoll of the Crab Mystics when you were young and that’s where you became enamoured of becoming an Adept”
Arc: Uncover a Secret
Tier 1 Adept
Might 9 Speed 12 Intellect 19 [Edge 1]
Effort 1
Inability: Medium and Heavy Weapons
Hindrances: Hearing/Noticing Dangers, Initiative, Physical Labour
Abilities: Anticipation, Far Step, Michronic Training, Onslaught, Scan, See History
Skills: Geography [Trained], History [Trained], Learning [Trained], Light weapons [Practiced], Pleasant Social Interactions [Trained]

Mechanically, as a Cypher System roleplaying game, Tidal Blades: The Roleplaying Game is player facing. Thus, in combat, a player not only rolls for his character to make an attack, but also rolls to avoid any attacks made against his character. Essentially this shifts the game’s mechanical elements from the Game Master to the player, leaving the Game Master to focus on the story, on roleplaying NPCs, and so on. When it comes to tasks, the Player Character is attempting to overcome a Task Difficulty, ranging from one and Simple to ten and Impossible. The target number is actually three times the Task Difficulty. So, a Task Difficulty of four or Difficult, means that the target number is twelve, whilst a Task Difficulty of seven or Formidable, means that the target number is twenty-one. The aim of the player is lower this Task Difficulty. This can be done in a number of ways.

Modifiers, whether from favourable circumstances, skills, or good equipment, can decrease the Difficulty, whilst skills give bonuses to the roll. Trained skills—skills can either be Practiced or Trained—can reduce the Difficulty, but the primary method is for a player to spend points from his relevant Stat pools. This is called applying Effort. Applying the first level of Effort, which will reduce the target number by one, is three points from the relevant Stat pool. Additional applications of Effort beyond this cost two points. The cost of spending points from a Stat pool is reduced by its associated Edge, which if the Edge is high enough, can reduce the Effort to zero, which means that the Player Character gets to do the action for free—or effortlessly!

Rolls of one enable a free GM Intrusion—essentially a complication to the current situation that does not reward the Player Character with any Experience Points, whereas rolls of seventeen and eighteen in combat grant damage bonuses. Rolls of nineteen and twenty in combat can also grant damage bonuses, but alternatively, can grant minor and major effects. For example, distracting an opponent or striking a specific body part. Rolls of nineteen and twenty in non-combat situations grant minor and major effects, which the player and Game Master can decide on in play. In combat, light weapons always inflict two points of damage, medium weapons four points, and heavy weapons six points, and damage is reduced by armour. NPCs simply possess a Level, which like the Task Difficulty ranges between one and ten and is multiplied by three to get a target number to successfully attack them.

Experience Points in Tidal Blades: The Roleplaying Game are earned in several ways, primarily through achieving objectives, making discoveries, and so on. There are two significant means of a Player Character gaining Experience Points. The first is ‘GM In trusion’. These are designed to make a situation and the Player Character’s life more interesting or more complicated. For example, the Player Character might automatically set off a trap or an NPC important to the Player Character is imperilled. Suggested Intrusions are given for the four character Types and the Foci. When this occurs, the Game Master makes an Intrusion and offers the player and his character two Experience Points. The player does not have to accept this ‘GM Intrusion’, but this costs an Experience Point. If he does accept the Intrusion, the player receives the two Experience Points, keeps one and then gives the other to another player, explaining why he and his character deserves the other Experience Point. The ‘GM Intrusion’ mechanic encourages a player to accept story and situational complications and place their character in danger, making the story much more exciting.

There is the reverse of the ‘GM Intrusion’, which is ‘Player Intrusion’. With this, a player spends an Experience Point to present a solution to a problem or complication. These make relatively small, quite immediate changes to a situation, such as an old friend suddenly showing up, a device used by a NPC malfunctioning, and so on.

The other means of gaining Experience Points is the Character Arc. A Player Character begins play with one Character Arc for free, but extra can be purchased at the cost of Experience Points to reflect a Player Character’s dedication to the arc’s aim. Each Character Arc consists of several steps—Opening, two or three development steps, followed by a Climax and a Resolution. Suggested Character Arcs include ‘Avenge’, ‘Become a Parent’, ‘Enterprise’, ‘Finish a Great Work’, make a ‘New Discovery’, and so on, that the Player Character can follow and be awarded Experience Points for each stage completed. This formalises and rewards players for engaging in their characters’ objectives. he selection of the Character Arc during character creation signals to the Game Master what sort of story a player wants to explore with his character.

One of the aspects inherent to Tidal Blades: The Roleplaying Game and all Cypher System roleplaying games and settings are the Cypher System’s namesake—Cyphers. Again, first seen in Numenera, Cyphers are typically one-use things which help a Player Character. In the Science Fantasy world of Numenera, they are physical or Manifest devices and objects which might heal a Player Character, inflict damage on an opponent or hinder him, aid an attack, turn him invisible or reveal something that is invisible, increase or decrease gravity, and so on. They are effectively, one-shot Player Character abilities that are free. In the Science Fiction setting like that of Tidal Blades: The Roleplaying Game, Cyphers are parts of Tidal Blade relics which so broken that they can only be used once or fruits that can be harvested. Cyphers are always obvious, but not always obvious in what they can do. Plus only a few Cyphers can be carried at any one time, otherwise there are side effects which can be dangerous. Artefacts can also be found. These are rare, but do have multiple uses.

Intrinsic to the setting of Tidal Blades: The Roleplaying Game is Michronic energy. This powers the technology in and around Navri and can be manipulated to enable time travel. A Michronic Loop or time leap will only take a Player Character back a few seconds into the past, but will enable him to reattempt an action or do another action instead. This can have the side effect of a memory loss. Mechanically, it requires the expenditure of Experience Points to allow a reroll, but devices such as a ‘Time Stretch’ Cyber or a Shell Shield artefact, or the abilities of someone who ‘Delves the Fourth Dimension’ also allow it. Where changes can be made as a result of a time leap, it is considered all but impossible when travelling in hyperdimensional space as the past is fixed whereas the future remains a series of possibilities.

In terms of support, the advice for the Game Master is as good as you would expect for a Monte Cook title, expanding upon this advice with setting specific guidance, such as running challenges. In terms of setting, Tidal Blades: The Roleplaying Game gives a gazetteer of Naviri, a bestiary of both creatures and NPCs, notes on languages, and two scenarios as well as details of various Cyphers and artefacts that the Player Characters can scavenge. Notable locations in the city of Naviri include the Citadel of Time from where the city is governed and much of its technology is developed and manufactured, and the Chronosseum, the Lamara Stadium, and the Droska Ring where festivals and other events are held, such as challenges. Challenges are a major part of Naviri culture and seen as a way of proving oneself, ultimately preparing participants for the Tournament of Heroes. There are numerous different challenges, including races and battles, and each venue has its own. Challenges are not intended for beginning Player Characters, but like the Tournament of Heroes, something for them to aspire to. Other cultural notes include elements such as the fact that killing other people is frowned upon, unless in self-defence, which is more likely the further away you are from the city. The bestiary lists a wide range of creatures, including the legendary Akora, a creature so big, it can be seen from miles as it emerges from the water, the volcano on its back spewing lava and ash! There is a variety of crabs as well as things like the Dragonslime, which has a dragon-like head and an octopus-like body, its tentacles exuding a burning slime, and the Whirlpool Weaver, a manta ray-like beast that can detect, absorb, and even use Michronic energy. 

The first of the two scenarios is ‘Chef Surprise’. This is designed as an introductory scenario in which the Player Characters are asked to help out a restaurant by obtaining some special ingredients from a distant island. Once past finding and equipping a boat, the scenario is all about the trip there and what the Player Characters find on the island, an on-the-run band of thieves hiding out. It presents a moral dilemma for the Player Characters to sort out, but is fairly direct affair and there is advice for the Game Master on running it throughout. The second scenario, ‘A Dock of Their Own’ is more complex and broken into discrete tasks, meaning that it can be run is or spaced out as series of events over the course of an ongoing campaign. The Game Master advice suggests ways in which it could be tied into a Player Character Arc, but leaves some of the scenario set-up to the Game Master, specifically how Player Characters might get involved in the project at the heart of the scenario, which building a dock that they can freely use. It is not a bad scenario, but it is not as immediately useful and ultimately it really works better as a framework into which the Game Master can add her won content.

There is nothing missing from Tidal Blades: The Roleplaying Game per se. It contains everything that a Game Master and her players need to begin playing and set up and support the aims of their characters. It also serves as a good introduction to the Tidal Blades setting. Yet there still remains much that is unexplained and unexplored, most obviously the Droskani Desert and the Flow. Both deserve further treatment and adventures involving them. A more minor issue that the example of play is given at the back of the book rather than the front where it would have been more obviously useful, especially to anyone new to roleplaying as a hobby.

Physically, Tidal Blades: The Roleplaying Game is well presented and written. The artwork, much of it in a cartoon style, is good. The illustrations of both buildings and sea-going vessels in Naviri are excellent. Overall, the artwork does a great job of imparting the look and feel of the world of Tidal Blades, a mixture of anthropomorphism and anime.

Tidal Blades: The Roleplaying Game is a Saturday morning cartoon of a roleplaying game, bright and breezy and positive. This makes it suitable for play by a younger audience, but it is not written for them, so requires a more experienced Game Master. Further, although the Cypher System is not complex, the Tidal Blades: The Roleplaying Game is a still daunting prospect for any fan of the two board games it is based upon, but for the fan who does roleplay, the Tidal Blades: The Roleplaying Game is much easier to grasp, presenting the players with a wealth of character options and an interesting setting to explore.

Saturday, 31 January 2026

The Twelfth Doctor

Every regeneration ushers in a new era, but the Twelfth Doctor ushers in one of uncertainty and reflection, a last era for the Doctor as he reaches the last of the twelve regenerations that every Time Lord has. Of course, he would be granted more beyond the dozen, but for this incarnation, the Doctor, initially unsure as to who he was, proved himself to be irascible and grumpy, unhappy with the state of the universe, and full of regrets about his failures. If the Eleventh Doctor looked back to the Second Doctor, the Twelfth Doctor looked back to the First Doctor, for he was more prickly grandfather than likeable uncle. This connection would culminate in ‘Twice Upon a Time’, the last episode for the Twelfth Doctor, in which he encounters the First Doctor at the South Pole as both are faced with their regeneration, but refuse to let it happen. The Twelfth Doctor could be funny and joyful, passionate and empathetic, but was always fierce, fearless, and gruff. This would change over time as he softened, but there were still regrets to be addressed and made, perhaps the greatest and most challenging of these being his failure to reform his oldest enemy and best friend, the Master. Sadly, he never would, for his old adversary cannot change his true nature, but in Missy, the most mischievous and malicious of the Master’s incarnations, there was hope. There are regrets of his own as well as the past, often due to his austere demeanour, self-importance, and sometimes dismissive attitude towards those he regarded as beneath him. Too often his companions would suffer for his nature, in turn, Clara Oswald, Danny Pink, and Bill Potts, all either dying or being lost as a result of their adventures with the Twelfth Doctor. Yet the reflections also meant the Doctor would encounter monsters old—Daleks, Cybermen, Zygons, and Ice Warriors—as well as new, whilst his desire to explore would send him and his companions on perhaps his most fantastic adventures yet!

The Twelfth Doctor Sourcebook is part of Cubicle Seven Entertainment’s celebration of Doctor Who’s fiftieth anniversary—celebrated itself with the special episode, ‘The Day of the Doctor’—for the Ennie-award winning Doctor Who: Adventures in Time and Space roleplaying game. It returns the series to its shorter page count, after the lengthier sourcebooks devoted to the Tenth Doctor and Eleventh Doctor, but actually reduces the number of chapters down to three, consisting of just ‘The Twelfth Doctor And Companions’, ‘Playing in the Twelfth Doctor’s Era’, and ‘The Twelfth Doctor’s Adventures’. What is missing here in comparison to previous sourcebooks is ‘The Twelfth Doctor’s Enemies’ chapter, its absence really pointing to the fact that the Twelfth Doctor’s enemies are not as memorable as those of previous incarnations of the Doctor. In fact, The Twelfth Doctor Sourcebook really treats what would be the most notable of the Twelfth Doctor’s enemies—Missy and Ashildar (Me)—as companions rather than enemies and even notes that there is a deceitfulness to Clara Oswald that the Doctor distrusts. Not since Turlough who travelled with the Fifth Doctor has there been companions that the Doctor cannot wholly trust or being himself to trust. Stats are provided for both the Twelfth Doctor and all of his companions, but like those in the rest of the sourcebook, they are written for use with the first edition of Doctor Who: Adventures in Time and Space roleplaying game, rather than the second. (That said, adapting them is relatively easy.)

In terms of themes, it presents and examines concepts such as What’s Old is New Again’, ‘Hard Decisions’, ‘Places to See, People to Annoy’ all backed up with suggestions as to how they might be used. As already mentioned, the Twelfth Doctor would meet many of his old foes, but What’s Old is New Again’ means that when he does, they are often radically different. Most notably, Missy rather than the Master, but also a Dalek who hates other Daleks and Zygons who can be persuaded to integrate into Earth society rather than conquer the planet. Similarly, he visits places that ‘Familiar, but Strange’, such as the Orient Express, but in space with a Mummy! The era of the Twelfth Doctor is one of ‘Hard Decisions’, sometimes having to decide who has to die and who has to live, and for how long, often because it up to the Doctor to make them because no-one else is coming to save the day. ‘Places to See, People to Annoy’ examines some of the motifs of the incarnation such as a love of deserted places and locations, though often these hide dark secrets, and perhaps because the Doctor has seen so much and cannot decide where to go, actually setting the TARDIS controls to random, so that nobody knows where they might end up. However, since the TARDIS has telepathic circuits, it can pick up on subconscious desires, and so The Twelfth Doctor Sourcebook suggests that the players and their characters might take it in turns to suggest a destination, adding a collaborative element to play. It also examines the more fantastical nature of the Twelfth Doctor’s stories, typified by ‘Robot of Sherwood’, Kill the Moon’, and In the Forest of the Night’, noting that ultimately a more Science Fictional explanation will prevail.

There is advice for the Game Master too, on different campaign frameworks, such as the companions being left behind when the Doctor runs off an adventure of his own, leaving them to try and cope with a situation where they have to do his job, or more extreme, running a campaign without a Time Lord, with the Player Characters being on equal footing. This is an option that the
Doctor Who: Adventures in Time and Space roleplaying game has considered before, but never before has it been brought to fore as in the era of the Twelfth Doctor where he is not always present and his Companions have to emulate him as best that they can. Later, the relationship between the Doctor and Bill Potts lends itself to a campaign where the relationship between Time Lord and companion is that of teacher and student, with each new adventure becoming a learning opportunity, which again is another nod in this era and The Twelfth Doctor Sourcebook between the First Doctor and his companions. Penultimately, the supplement examines the relation between the Doctor and UNIT, standoffish at best, as is that of his relationship with Gallifrey which he engineered the return of, but has also left it to its own devices, with no real government or direction, suggesting that perhaps another Time Lord might need to get involved depending upon how its politics or lack of them play out. Lastly, The Twelfth Doctor Sourcebook details several of the gadgets and associated traits that appear in the era, most notably the Sonic Sunglasses.

The third and final chapter in The Twelfth Doctor Sourcebook is, as with the previous entries in the series, its longest. Again, it takes up some four fifths of the book, detailing all thirty-four of the Twelfth Doctor’s stories, from ‘Deep Breath’ to ‘Twice Upon a Time’. The format is simplified with the removal of the ‘Changing The Desktop Theme’ section—a reference to the changed look of the TARDIS interior after some thirty or so years—which suggested ways in which the story might be reskinned with another threat or enemy, and the like. Instead, all open with a synopsis, including notes on continuity—backwards and forwards to stories past and future, followed by advice on ‘Running the Adventure’. This includes ‘Further Adventures’ that the Game Master can develop enabling the players and their characters to visit its themes and setting.

Thus, for the episode, ‘Mummy on the Orient Express’, the synopsis describes how the Doctor offers Clara one last trip in the TARDIS, this time somewhere special. Once aboard the Orient Express, they discover that a Mummy is killing the passengers, but is actually a cover, not once, but twice. One for ‘The Foretold’, a deadly mythical creature, and one for the whole of train, which it turns out is a travelling laboratory on the train. ‘Continuity’ notes that premium travel in the future looks like premium travel from the past such as ‘Voyage of the Damned’ for the Tenth Doctor, how the Twelfth Doctor is dispensing Jelly Babies in a silver cigarette case, and how he offers Perkins, the engineer aboard the Orient Express, a job as ‘his engineer’! In terms of ‘Running the Adventure’, it suggests that the Orient Express is background and it can be set anywhere and that given that ‘The Foretold’ is an unstoppable killing machine, so the Game Master needs to be careful to have it kill the Player Characters (unless it really matters), and instead kill the NPCs they form attachments to. ‘Further Adventures’ suggests ways in which its elements can be further explored. For example, they could discover the site where ‘The Foretold’ are created and one of the companions is converted and has to be rescued, or the Player Characters suddenly find themselves aboard the Orient Express and have to work out how. There are no stats for ‘The Foretold’, but there are for Perkins.

The Twelfth Doctor Sourcebook adheres to this format throughout, for all of its thirty-four episodes and specials. The write-ups are lengthy, and in the process the Game Master is given detailed background and advice on running an array of great episodes, including 
‘Dark Water/Death in Heaven’ which sees the return of Missy, and ‘The Zygon Invasion/The Zygon Inversion’ in which a new conflict with the Zygons is being fomented.

Physically, The Twelfth Doctor Sourcebook is well presented in what is very much a tried and tested format. The supplement is richly illustrated with lots of photographs from the series and decently written, all backed up with a good index.

The Twelfth Doctor brought a fractious relationship between the Doctor and his Companions as well as a sense of the fantastic to ‘Nu Who’ and The Twelfth Doctor Sourcebook enables the Game Master to bring these to her campaign for the Doctor Who: Adventures in Time and Space roleplaying game. There are some excellent suggestions as to how these and other themes can be used, as well as adventure hooks throughout the supplement to support the Game Master. That said, the nature of the relationship between the Doctor and his Companions is harder to run than the average Doctor Who: Adventures in Time and Space roleplaying game, since it brings in elements of mistrust and potentially challenging roleplaying into play. Ultimately, The Twelfth Doctor Sourcebook is a sound guide to the era of the Twelfth Doctor that captures its prickliness, its regrets, and its empathy in bringing the Doctor Who generation sourcebooks to a close.

Saturday, 26 April 2025

Terminator Terror III

The war against Skynet and its rise focuses on three time periods. The first is the morning in America of Ronald Reagan’s nineteen eighties as Kyle Reese tries to protect Sarah Connor, whilst the second is the New World Order of Bill Clinton’s nineteen nineties as the rogue T-800 tries to protect her and her son, John, as well as target the Cyberdyne Systems Corporation. The third is the Dark Future of the twenty-twenties and beyond, as John Connor leads the Resistance against the robotic forces of Skynet in a post-apocalyptic future decades after Judgement Day. These periods have been explored in the campaign, The Terminator RPG: Campaign Book and Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG for The Terminator RPG from Nightfall Games. Yet there is a fourth period, one which has not been explored in the roleplaying game to date, that of the years following August 29th, 1997—Judgement Day. This is a period when mankind finds itself reeling from the nuclear strikes from both the USA and Russia, from the disintegration of society and collapse of civilisation, from the years of nuclear winter that followed, and eventually, from the realisation that what had been really responsible, had not been the various nation’s governments, but the machines they had put in charge, machines that were hunting them, killing them, herding them, and ultimately, attempting to manipulate the timeline that ensure the survival of Skynet.

The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG is a slim supplement that explores the years leading up to Judgement Day and the opening years of the Dark Future. This is not wholly confined to the USA and Russia, for it also explores the fates of numerous countries and the histories of the numerous Resistance forces that rose from the ashes, and in doing so, it visits some unexpected locations. Plus, in addition to exploring the rise of MIR and the Resistance in Russia, the supplement provides rules for creating Spetsnaz Player Characters and describes the equipment used by the Spetsnaz and the Russian Technocratic Union, the machinery fielded by MIR, and Skynet’s early assets that crept out onto the battlefield. Lastly, there are rules for survival and scavenging for survivors picking over the bones of the civilisation that once was. Depictions of this Dark Future in The Terminator franchise, right from the opening moment in The Terminator when the foot of a T-800 steps on and crushes the skull of one poor victim amongst a pile of skulls, have always been grim. Make no mistake, the depiction of this Dark Future in The Terminator RPG: Resist! is equally grim.

The supplement opens with a dismantling of the nuclear doctrine that arose with the involvement of Skynet as third, if secret, antagonist. So Mutually Assured Destruction is no longer a deterrent, military and industrial targets are no longer a priority, and of course, it is no longer an exchange of fire between East and West because Skynet and MIR have thoroughly penetrated the command-and-control networks. The latter means that missiles are being fired at targets within their own country of origin; that Skynet targets sites where biological and chemical weapons are stored—including gaining control of the Centre for Disease Control in the USA; and then using the means and protocols for handling disasters, such as those established by FEMA in the USA, to effectively herd survivors and disaster management teams together and then specifically target them! Beyond these Dark Years, this desire to control continues as Skynet begins fielding Hunter Killer units and the first Terminators that herd the survivors into camps. Parallel to this, John Connor remains in hiding, often with many other survivors covering for him, but making broadcasts that begin to spread the truth about the threat that many survivors as yet remain truly unaware of…

Also discussed are the groups that do survive, some surprising, some not. Of course, the Doomsday Preppers and the Militias, though their individualistic streaks mean they are ill suited to co-operation when the Resistance begins building networks. The Mormons are better prepared to survive, but not to face the raiders, whilst the isolated nature of the Amish, Indigenous, and similar communities mean they are all but ignored by Skynet and often build nations that would survive beyond the Dark Years. US survivors would also flee north and south. In Mexico, this would trigger the Second Mexican-American War, which ultimately leave the country in the hands of the drug cartels who had transformed themselves into feudal war and slave lords, whilst in Canada, the survivors have been firmly driven out of the cities and the oil fields of northern Alberta turned into a hellhole supplying Skynet with petroleum resources.

As damaged by Judgement Day and what followed next as much as North America, the situation in Russia is different because there is not one single controlling A.I., but several, each one a separate node of MIR with a different attitude towards humanity, and also towards Skynet. This includes nodes which actively favour humanity, others that manipulate it, and some which want to destroy it, and like some Soviet-era collective, the nodes do not always agree on what action to take. So, there is likely to be a more erratic overarching feel to any campaign set in Russia, whilst still being organised on the ground with the rise of the Russian Technical Union, which claims, but does not hold all of the territory that was once the Warsaw Pact. The background, politics, and capabilities of the Russian Technical Union are backed up with the means to create Spetsnaz Player Characters. They are much more of an organised military than the Resistance in North America, and to reflect that, Spetsnaz Player Characters receive extra training represented with Supplemental Training Plans, including ‘Contact and Outreach’, ‘Long Range Reconnaissance’, ‘Refugee Support Training’, ‘Repair and Salvage Operations’, and ‘Opposition Sabotage’.

Details of what happened in the wake of Judgement Day for several other countries are also given. France managed to hold out initially due to the fact that its military infrastructure was not tied to Skynet via NATO, but eventually biological warfare followed by direct assault with Hunter Killer units from England via the Channel Tunnel saw first Calais captured and then the rest of France. What remains of any resistance in Germany hides out in the dungeons below the ruins of Castle Drachenfels(!), its leader rejecting contact with the American Resistance and blaming John Connor for Judgement Day.


The future of the United Kingdom—or the ‘Dis-United Kingdom’—is also detailed. In some ways, this feels the most traditional of post-apocalyptic futures in The Terminator RPG: Resist! in that the government is re-established in Birmingham following the destruction of London and Manchester. A chemical gas attack by Skynet followed by attacks by Hunter Killer tanks forced the survivors to flee west, first through Wolverhampton, and then where Brummies traditionally went on holiday—Wales. The survivors of the United Kingdom have fled where they always have when invaded—into the fringes of the country. The survivors in Scotland are cut off from the rest of the country the irradiated Lowlands, whilst in Wales, the survivors reopened, hid in, and expanded the country’s old coal mines. The resistance is a combination of remnants of the British Army, Welsh nationalists, and surviving elements of the IRA, with the frontlines being the fringes of Birmingham. Called Glyndwr, the slightly fractious resistance has one secret weapon—the Welsh language!

Perhaps the most interesting countries detailed are Ghana and the Philippines. Although West Africa was scarred by the effects of Judgement Day, it was not specifically targeted by Skynet. It took a decade for the region to begin to recover and be targeted by the machines. Skynet has occupied Ghana’s Volta region for its hydroelectric plant and begun strip-mining the region for its resources. In response, the West African Coalition of former states in the region, originally established to provide humanitarian aid, has transformed into a resistance movement. Communication between the resistance groups is maintained by Runners who carry messages and distribute information. This is the basis for a different type of campaign, focusing on the Runners and their movement and journeys. The Athletics, Endurance, and Stealth skills are strongly recommended for Player Character Runners, as are language skills given that some ninety are spoken in the region, but they can be anything beyond that. To this are the new skill, ‘Lore: Region’ and new Traits, ‘Forced March’ and ‘Regional Polyglot’. The latter enables a Player Character to better learn and understand the numerous languages in a region. That said, a list of some of the languages spoken in the region would have been useful, but the Director will definitely want to do more research for any campaign run in the region, and that would include languages.

In the Philippines, the hope for survival is tied to the Pag-asa, literally ‘hope’ in Tagalog. The Pag-asa is actually a former Ohio-Class submarine about to be decommissioned when Judgement Day occurred and since it was not armed with nuclear missiles, overlooked by Skynet. Instead of returning to fight and likely die for the USA, the crew elected to support the Philippines and now it spearheads the Resistance all across southeast Asia. Similar treatments are given for Oceania, including Australia, New Zealand, and the Pacific, as well as Central and South America. These are broader treatments, and not quite as interesting as the write-ups of the other countries.

Besides expanding the setting of The Terminator RPG into an immediately dark and nasty era, The Terminator RPG: Resist! provides rules and mechanics for prosthetic limbs and wheelchairs and for surviving in the wastelands of the Dark Years and beyond. These cover scavenging, the use of toolkits, finding ammunition from bullets to bombs, armour and clothing, and more. It includes the finding and fixing up of a dwelling, especially in the face of apocalyptic weather, and notes on foraging and hunting in the deadly new era. In terms of support, descriptions and stats are provided for Skynet’s early war forces, such as the RTAV Robotic Tracked Attack Vehicle and the RV-12 Dart Microdrone. Also given are Skynet’s post-millennial forces, such as the Cyberdyne Systems Series 100 Robotic Infantry Unit, and the forces of MIR and some of the equipment field by the Spetsnaz.

Physically,
The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG is a good-looking book. The artwork is excellent and the layout clean and tidy. However, the book does need an edit in places and feels slightly rushed.

The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG is a slim book and perhaps a few more pages could have been included to round out its content with some scenario hooks or campaign outlines or something similar. More so for the descriptions of less familiar places such as Ghana or the Philippines, which would make their details easier for the Director to use and develop. Nevertheless, there is a lot of good content in The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG, expanding the scope of The Terminator RPG in both interesting new regions and theatres of action and a truly horrifying and grim period of the setting’s future. It would be interesting to see actual campaign content for all of these new settings, but The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG provides a very scary starting point for the Director to develop her own scenarios.

Saturday, 12 April 2025

The Eleventh Doctor

As with previous regenerations of ‘Nu-Who’, the Eleventh Doctor arrives with a bang! Building on the foundations laid down by his predecessors, the Eleventh Doctor continues his adventures throughout time and space, but in a great many ways, charts whole directions for the Time Lord. He is young, full of energy, ready to leap into action, especially when there is a mystery or a puzzle to be solved. And there are a great many mysteries and puzzles to be solved during his incarnation—who is River Song? Who is Clara? Who wants to imprison him and why? Who wants him dead and why? Yet his soul is old, at times weary of the things he has seen and done, of the number of times he has saved the universe, though not afraid to wield the reputation he has gained in doing so when confronting evil and bureaucracy. In his darker moments, he may even use force to resolve problems… Like all of the Doctors, he has his companions, but for the Eleventh Doctor, they are not only very special, but they are also family. None more so than Amy Pond, who the Doctor promised would take her with him when she is seven years old. Together with her partner, Rory, they will journey in the TARDIS far and wide, and when they are at home on Earth, the Doctor will make regular visits such that there is always room for Doctor and the TARDIS in their house. Then there is Clara Oswald, her curiosity about the universe as big as the Doctor’s about who she is. Amy, Rory, and Clara are not the only companions to join the Eleventh Doctor in his TARDIS, or indeed have adventures with him, but they are the most consistent and they have the biggest effect upon his incarnation. However, before the final mystery of ‘Doctor who?’ is revealed at Trenzalore, there is a look back with ‘The Day of the Doctor’ to not only the previous incarnation of the Tenth Doctor, but also an incarnation that they had all forgotten existed—and since the Ninth Doctor—whose actions they had all been running from. In the meantime, the ‘Magic Doctor’ has arrived and “The Pandorica will open. Silence will fall.”

The Eleventh Doctor Sourcebook is part of Cubicle Seven Entertainment’s celebration of Doctor Who’s fiftieth anniversary—celebrated itself with the special episode, ‘The Day of the Doctor’—for the Ennie-award winning Doctor Who: Adventures in Time and Space roleplaying game. As lengthy as the sourcebook devoted to the Tenth Doctor, it follows the same format of the previous ten entries in the series. Unlike The Tenth Doctor Sourcebook, it is only divided into four chapters rather than five, since it does not have to address the existence and nature of Torchwood. The four chapters are ‘The Eleventh Doctor And Companions’, ‘Playing in the Eleventh Doctor’s Era’, ‘The Eleventh Doctor’s Enemies’, and ‘The Eleventh Doctor’s Adventures’. The first chapter, ‘The Eleventh Doctor And Companions’, first looks at the character of the Doctor and then each of his Companions. Some of those included are whom you would expect—Amy Pond and her partner, Rory Williams, Clara Oswald, and River Song. Others are less expected, such as the members of the Paternoster Gang, Brian Williams—father of Rory. The inclusion of Sexy (or Idris)—from the episode, ‘The Doctor’s Wife’—makes sense, whilst Henry Avery from ‘The Curse Of The Black Spot’ less so. One interesting inclusion here is of the ‘War Doctor’, the incarnation of the Doctor between the Eighth Doctor and the Ninth Doctor. This makes sense in that he appears in the episode, ‘The Day of the Doctor’. Full stats are provided for all of these characters, though the War Doctor might warrant a higher Fighting skill than other generations of Doctors.

In terms of themes, it presents and examines concepts such as ‘Fairy Tales’, ‘Seeing is Powerful’, and ‘Switching Time Zones’ all backed up with suggestions as to how they might be used. The fairy tale quality of the Eleventh Doctor’s stories consist of making them dark and mysterious, adding a dash of magic, and relying upon solutions and outcomes that come from childlike qualities and faith, rather than maturity or science. The senses prove to be a boon and a bane, the infamous Weeping Angels—introduced during the incarnation of the Tenth Doctor—can only be curtailed by staring at them and not blinking, whilst the senses need to be adjusted to see The Silents. ‘Switching Time Zones’ emphasises time travel, often with the Doctor and his companions starting an adventure in one time zone and jumping to another in order to solve a problem or mystery. Numerous characters, including the Doctor and Amy meet alternate versions of themselves and messages pass back and forth across time between the characters, whether that is River Song leaving messages for the Doctor or the Ponds seeing the Doctor turn up in history books. The family feel that runs through this generation sees the Eleventh Doctor visiting the Ponds at home where they have a life away from the TARDIS, as does Clara Oswald, and of course, not only Amy and Rory, but also the Doctor and River Song, get married.

In terms of campaigns, The Eleventh Doctor Sourcebook gives good advice on handling secrets in a game. Whether or not to use them, have them open or closed, and whether or not to have the Game Master maintain secrets about a character without his player knowing. The advice, if including them, is to use them to involve the Player Characters in plotlines and to increase the pressure on all involved, whether they are trying to keep a secret or reveal a secret. There is more advice on building arcs, this time character arcs, rather than the story arcs of The Tenth Doctor Sourcebook. It is longer and better developed here than in the previous supplement. How time works and is played with during the Eleventh Doctor’s era is also different, with the Doctor often bending the laws of time and having it rebound on him, in an attempt to solve the conundrums he faced. There are suggestions on how to utilise foresight—for example, River Song’s TARDIS-themed notebook—can be handled, including ignoring or negating its possibility, to gain some insight from the future and benefit from it for the cost of a Story Point, and foreshadowing or asking a question about the future, again at the cost of a Story Point. None of these should be overused, of course. There is similar advice on having multiple versions of the same character in play at the same time, and the section comes to close with character options. This includes using Regeneration Energy, primarily to heal physical trauma, including right up to bringing someone from the brink of death, as River Song did for the Doctor, at the cost of her future Regenerations. New Traits range from ‘Another Lifetime’, ‘Caregiver’, and ‘Death Habit’ to ‘Scion of Gallifrey’, ‘Talk to Everything’, and ‘True Connection’, as well as New Gadget Traits like ‘Zap’ and new gadgets such as ‘Infrared Sunglasses’ and ‘Superphone’. All of these traits are for the first edition of Doctor Who: Adventures in Time and Space roleplaying game, rather than Doctor Who: The Roleplaying Game – Second Edition, where such traits are not used.

Monsters for the Eleventh Doctor see the return of old foes, often in new forms, along with the new. One of the most notable returning monsters is the Great Intelligence, not come to the Earth since its encounters with the Second Doctor. Whether it is The Church of the 51st century, and Madame Kovarian and her sect within it, and The Silents, originally genetically engineered to collect confessions, but have so much grown beyond that; the new controlling intelligence for the Cybermen, the Cyberiad; or the resurgence of The New Dalek Paradigm; all of the Eleventh Doctor’s foes are given meaty write ups. These include complete stats and adventure hooks too. Of course, they are not the only threats faced by the Eleventh Doctor, but they are the major ones.

The fourth and final chapter in The Eleventh Doctor Sourcebook is, as with the previous entries in the series, its longest. Again, it takes up some four fifths of the book, adding greatly to its length. ‘The Eleventh Doctor’s Adventures’ details all forty-four of the Eleventh Doctor’s stories, from ‘The Eleventh Hour’ to ‘The Time of the Doctor’. The format is simplified with the removal of the ‘Changing The Desktop Theme’ section—a reference to the changed look of the TARDIS interior after some thirty or so years—which suggested ways in which the story might be reskinned with another threat or enemy, and the like. Instead, all open with a synopsis, including notes on continuity—backwards and forwards to stories past and future, followed by advice on ‘Running the Adventure’. Rounding out the writeups are full details of the monsters and NPCs appearing in the episode. Thus, for the episode, ‘Victory of the Daleks, the synopsis describes how the Doctor and Amy arrive late in London at the height of the Blitz in response to a call for help from Winston Churchill, who unveils his new secret weapon, the Ironside Project. These are, of course, Daleks painted khaki and offering cups of tea! The Doctor confronts them and after they confirm his identity, he leaps into the TARDIS and materialises on their saucer ship behind the Moon. The Daleks reveal that they have the means to rebuild their race following their defeat in the Time War and the Doctor’s confirmation of who they are was the means to activate it. Despite the Doctor’s ruse to defeat the new Daleks with just a jammy dodger biscuit—its big gooey centre obviously a bright red button for something!—the New Dalek Paradigm is rolled out and they attempt to blackmail him. London will be destroyed if he does not leave. Using the technology given to the British by the Daleks, Churchill orders an attack on the Dalek saucer ship to stop the threat to London, but the Daleks escalate their threat to one against the whole world and the Doctor calls off the attack. Of course, the Daleks being the Daleks, trigger that threat anyway and by the time it has been neutralised, the New Dalek Paradigm has escaped.

The ‘Continuity’ lists links between the episode and ‘The Stolen Earth/Journey’s End’ episodes for the Tenth Doctor, that the Daleks can again identify the Doctor no matter his regeneration, that the Daleks escape via a time corridor, a technology they have used before, and more. Plus, they will appear again for the episode, ‘Asylum of the Daleks’, the first appearance of Oswin Oswald/Clara Oswin Oswald/Clara Oswald. The ’Running the Adventure’ section highlights how this episode is a trap, beginning with a threat that only the Doctor can see because no-one else has encountered the Daleks before. In calling out the trap, the Daleks get what they want and ultimately, defeat the Doctor here, because as the supplement points out, they get to regenerate—just as the Doctor does—and then escape! In between the springing of the trap and the escape, which sets up more stories for later on, there is plenty of action and bangs and pops. The advice suggests how traps can be used in a campaign, tying them to the Player Characters’ Bad Traits, and how to present impossible situations and difficult choices—being all alone against an army of Daleks and having to choose between eradicating the Daleks or destroying the Earth. Stats are included for Churchill and Professor Edwin Bracewell, the Spitfires modified for space combat, their pilots represented by Danny Boy, and the Progenitor Device containing the pure Dalek DNA.

The Eleventh Doctor Sourcebook adheres to this format throughout, for all of its forty-four episodes and specials. The write-ups are lengthy, and in the process the Game Master is given detailed background and advice on running an array of great episodes, including the return of River Song and the Weeping Angels in ‘The Time Of Angels/Flesh And Stone’, the sad, yet joyous ‘Vincent And The Doctor’, the mystery of ‘The Lodger’ with complete stats and write-up for 79B Aickman Road, the revelations of ‘The Doctor’s Wife’ and ‘Let’s Kill Hitler’, the ultimate sadness of ‘The Angels Take Manhattan’, all the way to the great celebration in ‘The Day Of The Doctor’ and the ending that the Doctor never wanted to face in ‘The Time Of The Doctor’. There are certainly too many stories to choose from in terms of good stories when it comes to the Eleventh Doctor and certainly one of the features throughout many of them are the long running threads, whether that is the connection between the Doctor, Amy Pond, and River Song, the plot to kill the Doctor, and the secret of who Clara Oswald is, the groundwork for which is laid before the Ponds have left the TARDIS forever. This adds both sophistication and complexity in terms of storytelling, but also richness, and in providing the episode synopsis, a lot for the book to keep track of in terms of continuity. Thankfully, The Eleventh Doctor Sourcebook manages this.

Physically, The Eleventh Doctor Sourcebook is well presented in what is very much a tried and tested format. The supplement is richly illustrated with lots of photographs from the series and decently written, all backed up with a good index.

The Eleventh Doctor brought family, big secrets and mysteries, and long running plots like never before to ‘Nu Who’ and The Eleventh Doctor Sourcebook enables the Game Master to bring these to her campaign for the Doctor Who: Adventures in Time and Space roleplaying game. This also brings complexity and sophistication, and in the process more challenge for the Game Master, but there is good advice and adventure hooks throughout the supplement to help and support the Game Master. The Eleventh Doctor Sourcebook is an excellent guide to the era of the Eleventh Doctor and how to bring its energy and mystery to a Game Master’s campaign.

Sunday, 9 March 2025

Terminator Terror II

Back in 1991, the release of Terminator 2: Judgment Day was not only highly anticipated, but proved to be a box office hit. The Terminator had been a surprise hit in 1984 and proven to be a big hit on video in the years that followed. Terminator 2: Judgment Day was a sequel that people wanted to see and not only introduced amazing special effects with the extensive use of computer-generated imagery to portray the liquid metal effects of the T-1000, but it also greatly expanded the lore of The Terminator universe from the simplicity of the original film. It is this second film and its expanded Terminator universe that Scottish publisher, Nightfall Games, explores in Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG. Published following a successful Kickstarter campaign, as the title suggests, this is a supplement for The Terminator RPG, a companion volume to The Terminator Campaign Book which expanded upon the original film. As with the rest of The Terminator RPG line, it not only draws upon the films by James Cameron, but it also draws on the seventeen or so comic book storylines published by Dark Horse Comics between 1990 and 2019. Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG is the opportunity to explore the world of the nineties prior to Judgement Day on August 29th, 1997, and beyond into both the immediate aftermath and the Dark Future of the decades to come and look at operations conducted by both Skynet and the Resistance to alter the timeline, protect or destroy assets important to the development of Skynet and protect or destroy the foundations of the Resistance against Skynet.

Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG provides an overview of its themes and ideas—the darkness of metal, especially liquid metal; the negative consequences of advances in technology and the resulting technophobia; that humanity is its worst own enemy, even to the point of creating that which will kill it in its own image; and despite all this, humanity’s fate is in own hands. In the case of the latter, there can be no doubt that this is severely hampered as the supplement shows, whether that is because of the advanced technology that Skynet has access to and the Resistance only has limited access to, or because the dangers of time travel from the Dark Future to the 1990s (and back again). It also introduces the nineties, in all their flannel shirt wearing, music video watching, coffee swilling, fast food guzzling, longer working hours glory. In doing so, the supplement takes player and Game Master alike right up to Judgement Day itself, August 29th, 1997, the day which really has been lurking over the horizon of The Terminator RPG. It also adds two interesting options in terms of play. One, just like Terminator 2: Judgment Day, introduces the possibility of Terminators as heroes and thus Player Character Terminators. The other is for the players to play the elite of the Resistance, members of the Time Displacement Commandos, conducting operations from a secret base on the Moon that Skynet has no idea about.

The given history of the nineties is really very much seen in response to secret war that was being fought between forces manipulated or influenced by the Resistance and those manipulated or influenced by Skynet. Thus, on one side there are discussions of guerillas, survivalists—of various stripes, and the militias, whilst on the other, there are computer experts, federal agencies, and so on. There are interesting details of what might be found in a typical fallout shelter and stats for various NPCs on both sides, that with some effort could be adjusted so that they could be used as Player Characters. A history of both Cyberdyne Systems and its rival and eventual successor, Raven Technologies are given neatly providing a backdrop for the Player Characters’ investigations in the decade.

The Dark Future is treated in similar fashion, examining mankind’s initial responses to Judgement Day and its nuclear exchange and as they made the first steps out of their shelters and holes in the ground, to the rise of the machines and the coming of Skynet. This includes the establishment of the first Resistance settlements and how they evolved over time, as well as detailing various common character types found there—Demolitions Expert, Basic Infantry, Medtech, Sniper, and so on. Again, these are given as NPCs, but can be upgraded to serve as the basis for Player Characters. They are accompanied by descriptions of survivors other than members of the Resistance that might be found in the Dark Future, such as Junkers, Scroungers, Cannibals, Hoarders, and Raiders, plus traitors and despots. The inclusion of these push The Terminator RPG into a more traditional style of post-apocalypse setting, but also expands storytelling options available in the Dark Future, that they need not always be about the Resistance versus Skynet.

The advances made in technology means that whilst time travel is available to Skynet by 2030, it really comes into its own in the following decades and the 1990s become a battle ground for terminators and Resistance members sent back into the past. This includes the ability to return from the 1990s to the future, but this requires the means to recreate the time displacement equipment in the past. The most common method involves swallowing a large ‘Time Pill’ containing a Neural Net CPU chip and a quantum-synced isotope that is radioactive and needs to be evacuated from the body as soon as possible! Once their mission has been fulfilled, the time travellers will use the contents of the ‘Time Pill’ to construct the time displacement equipment. Other means, like the later developed Time Door, require a great deal of power that Skynet can easily spot. The primary users of the technology are the Time Displacement Commandos, effectively the elite of the Resistance and regarded with disdain by some members of the Resistance. Its history and operations and described, accompanied throughout, by advice and details of Time Displacement Commandos training which beg to be used in game. Also discussed are the possible dangers and paradoxes of time travel, such as temporal distortions, the Bootstrap Paradox (which is how Cyberdyne Systems got hold of the technology that would become Skynet), the Grandfather Paradox, and more. Some possible outcomes of the war are also discussed, but perhaps more interesting are the detailed alternative timelines in which Judgement Day take place, including one in which John Connor is killed by the T-1000 and his mother’s vengeance forces Skynet into one terrible, final retaliation, and one in which an asteroid strikes California and in response the US nuclear arsenal and Skynet were repurposed to provide defence against further strikes from space, but Skynet still destroys the world. What is made clear throughout is that time travel is fraught with danger and killing the wrong person or a random person by mistake can have consequences for the future.

Playing a member of the Time Displacement Commandos is offered as an advanced option, including new roles like Robot Fighter, Cyber Jockey, and Deep Insertion Operative, the later being supported by playing a Deep Insertion Operative, sent back into the past to monitor the activities of Skynet and those who contribute to its growth. Also included here are Agents of John Connor, the elite of his forces who report directly to him and follow only his orders. The other option is playing as a Terminator. This presents quite a change in game and out of game. In game, a Terminator Player Character must obey its programming, must seek technical rather than medical aid, and will expect to face hostility from NPCs. Out of game, a Terminator Player Character has no control over its fate and therefore no Hope Points and limited options in terms of Terminator units that the Game Master will allow in her campaign. The presence of a Terminator Player Character also limits the missions that can be played. For example, if it has to protect a scientist, that scientist has to be included in the game. What Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG suggest is that a Terminator Player Character fulfil a particular role and mission, like ‘The Nanny ’Nator’ which acts as a surrogate to a child or youth or ‘The Traitor ’Nator’ reprogrammed to attack Skynet. It is possible for a Terminator Player Character to overcome its programming, but this can cause it to corrupt, as can being reduced to zero Hit Points, suffering a hard reset, or failing a mission or objective. This begins to limit the skills it can use. However, there are plenty of ideas on how Terminators can be used with or as Player Characters, including a ‘Terminator Player Character Mission Plot Generator’.

Full stats are provided for numerous characters from Terminator 2: Judgment Day, including ‘Uncle Bob’ as John Conner nicknamed the Terminator sent back to save him, Sarah Connor post-incarceration, John Connor at ten years old, Miles Dyson, and Doctor Peter Silberman.* These are accompanied by assessments by Skynet and Doctor Silberman and some also by assessments by the Time Displacement Commandos. Several sections cover a wide array of weaponry, equipment, vehicles, and also wildlife—the latter with rules for bear hugs and vicious attacks!—from both the 1990s and the Dark Future. The book also adds a wide range of new Skynet threats from the bug-like HK-Crawler, MHK-Drone, and HK-Jet to HK-Tank MK 2, HK-Walker, and HK-Mini Walker. The first Terminator designed and built to replace human troops, the T-70, is also fully described, as is a wide range of Infiltrator models, before it details the use of Liquid Metal by Skynet. First seen in action in the T-1000 prototype sent back to the 1990s to kill John Connor, the development of the technology is explained as are its capabilities beyond those listed for Infiltrator units in The Terminator RPG. These include metamorphism, regeneration, and magnetic reader, but also vulnerabilities such as extreme heat and cold, and immersion in acid. Alongside these are precursor steps to the full T-1000, for example, ‘Dagger Tongue’ and ‘Medusa Hair’, that the Game Master can add to earlier Series 800 and Series 900 Terminators to hint at the development of the T-1000. Understandably, the stats for the T-1000 are fearsome and the special rules scary. This is definitely not a threat that the Game Master wants to throw into the path of her Player Characters unless they are very capable.

* You also get to learn in Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG that Doctor Silberman is a bigger arsehole than you thought he was from simply watching Terminator 2: Judgment Day.

However, the T-1000 is not the ultimate Terminator model in Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG. This is T-Mobius, an advanced version of the T-1000 with its own built-in Time Displacement Equipment. It is tasked with locating and shutting down time displacements before they can disrupt the timeline and threaten Skynet. Again, the Player Characters need to be very capable if they are to face this, let alone defeat it.

The supplement also expands on the rules in The Terminator RPG for Hacking. When Hacking, a player rolls Computer skill tests to generate points of Progress which can be expended to move deeper into the network, create a backdoor, capture a node, exploit a subroutine, and so on to infiltrate systems mapped out as a series of connected nodes represented by a ‘Network Architecture Diagrams’. The expanded rules cover hacking via a Terminator’s severed head, the need to learn the terminology and protocols used Skynet, and a host of tasks—logging in/out, network permissions, subroutine tasks, and more all the way up to sentience engine tasks. The problem with this is that there is more to learn and account for using these options. Since the hacking rules are designed to be played in conjunction with actions that the other Player Characters might be taking in combat rounds, this extra detail has the potential to slow play down. Simplified Hacking rules are provided, but the one set of rules that the Player Characters are likely to use are those for programming a captured Terminator. A ‘Network Architecture Diagram’ is provided for this, but much like a Player Character Terminator attempting to overcome its own programming, reprogramming the code of the A.I. of a Terminator can corrupt its systems and in game terms, potentially impede its skills.

Lastly, Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG includes three new missions. The first is ‘Into the Valley of Metal’ which lets all of the players take the roles of T-800 Terminators. Newly activated, programmed, and equipped for a seek and destroy mission on a resistance hideout, the players get to play the enemy—or so they think. Captured by the Resistance, they are hastily reprogrammed and sent back by the Resistance to strike at the heart of Skynet. This also allows the players experience a deep strike on Skynet facilities potentially long before their Resistance Player Characters might have a chance to. The scenario might also serve as a good convention scenario.

However, when the Player Characters are ready and capable enough to strike directly at Skynet, there is the second scenario, ‘Assault on Thunder Mountain’. Based on the graphic novel, The Burning earth, it is set in 2041 and can be run after the events of ‘Into the Valley of Metal’. Instead of the Player Characters being Terminators, here they are experienced members of the Resistance attacking the last redoubt of Skynet before drops nuclear bombs on every surviving settlement in North America. This is a challenging scenario combing a mix of stealth and combat.

The third and final scenario in the book is ‘Terminator Two: Judgment Day’. This is designed to emulate the events of the film as closely as the Game Master wants, whilst also allowing room for her make changes and add surprises for her players and their characters. There is advice and suggestions for running it according to the original timeline or an alternate timeline. In the original timeline, the players take the roles of Sarah Connor, John Connor, and Uncle Bob, whilst in the alternate timeline, there are more Player Characters involved. Either way, the scenario is broken down into the film’s big set pieces—the first encounter at the arcade, the chase on the roads of Los Angeles with the motorcycle and the big truck, Sarah Connor’s breakout from the hospital, and so on. As with the previous two scenarios, each scene is given a set-up, descriptions of the obstacles the Player Characters will face and the assets they have, and ways out of the scene, and on to the next. However, the film does not just consist of these big, set piece scenes. There are scenes in between and it is in these that the players are expected to roleplay the emotional aspects of the film and bring in their interpretation of roleplaying these characters. What this means is that the players get to re-enact the film and enjoy all of its big excitement and action, without having to exactly roleplay the roles as the actors did. Thus, it has just about enough freedom to be more than a simple replication.

Physically, Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG is a good-looking book with plenty of art that captures the feel of the film and depicts the ghastly nature of the Dark Future. The book is also an engaging read, but it does include some horrifying, often cruel scenes in its fiction. However, it does need an edit in places, whilst in others the layout contains a crash or two.

There is more of an emphasis in Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG on the Dark Future than the 1990s, but that emphasis is all about taking the fight to Skynet and setting up the means to jump back in time to the 1990s. In the process, it greatly expands the world of The Terminator RPG, ultimately highlighting how Judgement Day cannot be stopped, but that the secret war fought in the years leading up to it can influence the future and hopefully, save mankind. Overall, Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG is a good sourcebook for both The Terminator RPG and Terminator 2: Judgment Day full of great content that the Game Master can bring the 1990s and the Dark Future—and hopefully help save mankind.

Friday, 14 February 2025

Words Between the War

Between the quotas and the quanta, there is time for questions. Between the propaganda and proselytism there is time for pondering. Between the machinations and murders there is time for messages. Between the intrigues and insurgencies there is time for infatuation. Between the assassinations and alterations there is time for assignations. Between these moments, there is time for love. These are not moments that matter to great empires that believe that the only way to survive is to make the past, present, and future theirs, to adjust every version of themselves so that it survives and every version of their rival so that it does not. To wage wars violent in word and deed, but also subtle and imperceptible. There is a war up and down the timeline and sideways across the multiverse fought by armies and agents and two of those agents—one on either side—are beginning to question if the war will ever end? If either side will win? If there is more than the futility of fighting and thwarting each other’s efforts? If the other feels like they do? And if they do, can they shape reality so they are no longer foils for and reflections of each other, but together? After all, as elite agents in the war for time and reality, only they know what the other has experienced.

This is the set-up for The Words We Leave Behind, an epistolary roleplaying game for two players inspired by the multi-award-winning Science Fiction LGBT 
novella by Amal El-Mohtar and Max Gladstone, This Is How You Lose the Time War. It is published by Lunar Shadow Designs and uses the same mechanics and format as the publisher’s interstellar epistolary roleplaying game of increasingly challenging communication and saying goodbye, Signal to Noise. In Signal to Noise, the players, as friends, relatives, or lovers, beamed letters to each other back and forth across vast distances of space, between the Earth and a gigantic colony ship. In The Words We Leave Behind, the players take the roles of Proxies on opposite sides of a massive time war, one that has the capacity to spread to other worlds and dimensions. Each is their Faction’s ultimate warrior and agent because they perfectly embody the emotional profile which their Faction views as the ultimate driver behind the rise and fall of civilisations. In The Words We Leave Behind, each player will take the role of a Proxy, each guided by three emotions, which can be opposed to, or in direct competition with, the other Proxy. Over the course of play, the players will not exchange letters as in other epistolary roleplaying games, but draw cards to create points in the future and the past of a Timeline, each an Incursion which their Proxy will enter and alter details. As they play, they may visit previously visited Incursions, adding and changing other details, even to Incursions created by their rival Proxy. These changes can cascade down the Timeline to alter further points in the future. This is all played out on a shared document, meaning that The Words We Leave Behind is intended to be played online.

Besides the shared online document and a means to send each other messages, each player in The Words We Leave Behind requires a standard deck of playing cards. These have their jokers removed, separated into their four suites and shuffled in four decks. A card is drawn from each suit to form the starting hand and there is always a card from each suit in the suit. (An extra Hearts card can be added to simulate the themes of This Is How You Lose the Time War.)

A Proxy is first defined by the three emotions that also define the Faction they serve. The player is free to develop their Proxy’s Faction as much or as little as they want, including its objectives, and will also ask the other player what their Proxy’s Faction thinks of theirs and what their Proxy’s Faction calls their Proxy whom it regards as the enemy. A Proxy also has a preferred form, worn between missions, and three anchors or possessions, which helps maintain the association with their roots, one of which is a trinket, an actual physical object that the player owns. Lastly, each Proxy decides how they perceive themselves and their rival.

Verdigris
I am CALCULATING and you are RECKLESS
Prime Emotion: Hope
Secondary Emotions: Shame, Anger
Anchors: The skull of bird whose species was made extinct by dangerous technology (it reminds me of what we lost); a blade grass from my home farm (it is what we work to preserve and I leave behind on every mission to show what we are working to save); trinket: a single-sided die (from the game we played as children)

Play consists of several turns, typically four to five, in which each player will take control of the narrative and send a message as their Proxy to the other player and their Proxy. In subsequent turns after the first, a player will have their Proxy read the message from their rival, be assigned by their Faction to make an Incursion—roughly between five and thirty sentences long—and manipulate events there, before leaving a message behind for their rival to find. The Incursions are recorded on the Timestream document as are their effects on downstream Incursions. If a Proxy returns to an existing Incursion, their player can edit it by adding text at the beginning or end of the current Incursion, effectively changing the lead into the Incursion or the outcome. These changes can cascade down the Timestream, the current player examining subsequent Incursions and if necessary, adding, deleting, or altering a single sentence in the Incursion description. (Whilst the changes are made directly to the Timestream document, the prior state is tracked via the messages between the players. One of the potential issues with the play of The Words We Leave Behind is losing track of earlier incarnations of the Timestream.)

Cards are played randomly from the hand and provide two important details. First, the number determines the Incursion, whilst the suit advances the emotion which it matches. Once played, the cards represent a Proxy’s emotional state, the more cards a Proxy has in a suite, up to a maximum of three, the more intense the state. Roughly, Hearts equate to the emotion of love, Clubs to anger, Spades to uncertainty, and Diamonds to understanding. The emotional state will influence how the player describes their Proxy’s actions in an Incursion and their Proxy’s reactions to their rival’s actions.

A player can spend his Proxy’s Anchors for various effects. The first two anchors can be used to either let the player choose a card to play, alter three sentences in an Incursion when the changes cascade down the Timestream, or even to reverse the cascade, so back up the Timestream and into the past rather down into the future. The third anchor, a trinket, can be used to revert an Incursion to its original state, place an Incursion under a Temporal Lock so it is immune to the cascading effect, or to take a second turn.

The interaction between the proxies and thus the play of The Words We Leave Behind comes to climax when a player plays the third card from a suit and so acts on the emotional prompt it triggers. As in This Is How You Lose the Time War, this is the point when the Proxies decide to meet, and as in the novel, in The Words We Leave Behind it is not via the messages going back and forth between the Proxies, but in person, face to face (or alternatively, via a video call). Based on the current state of the Timestream, the messages exchanged, and their respective emotional states, the Proxies have a simple choice to make. Will they place their trust in each other or attempt to take advantage of the other. If they both place their trust in each other, their feelings transcend the conflict and they leave both it and their Factions behind together. If they attempt to take advantage of the other, the war continues to a calamitous end. Lastly, if one Proxy attempts to take advantage of the other and one Proxy places their trust in the other, the Proxy who attempted to take advantage prevails and their Faction gains greater control of reality. In all three cases, the outcome is then narrated.

Love and trust are not common themes in roleplaying games, with trust being a more common theme than love because it is easier to deal with via humour or politics or espionage rather than feelings. This is not to say that love cannot play a part in a roleplaying game, but in general, love is not a core theme of most roleplaying games. When it is, it has tended to come out of the storytelling and narrative style of design, such as Emily Care Boss’ The Romance Trilogy, consisting of Breaking the Ice, Shooting the Moon, and Under the Skin. Nor does this mean that more mainstream publishers have not ignored the subject, such as Thirsty Sword Lesbians from Evil Hat Productions and Blue Rose: The AGE RPG of Romantic Fantasy from Green Ronin Publishing. This, though, does not escape the fact that ‘love’ as a theme in roleplaying games is challenging to handle for the players because it requires trust between the participants and it requires them to roleplay feelings that are normally kept private. Lastly, The Words We Leave Behind has the possibility of the most devastating response to both love and trust—betrayal. As with those other roleplaying games, The Words We Leave Behind is best played by mature players.

The Words We Leave Behind can be played from start to finish in a matter of a few hours, but its epistolary format means that it can be played at a more leisurely pace over the course of a few days or weeks. It can also be played on an Earthly, Galactic, or Dimensional scale, but really this only adds to flavour and scope of the setting rather than the themes. Those themes are explored in the messages between the Proxies and in the changes made to the timestream, pushed and prodded by the suits of the cards played and then escalated. Each player and their Proxy is aware of how the other feels as the card details are exchanged in the messages and whilst for the most part the cards themselves are played randomly from their hands, each player has the choice to change how their Proxy feels by playing an anchor and being able to select a card instead of drawing it randomly.

Apart from the aforementioned issue with keeping track of the timestream, The Words We Leave Behind is more challenging to play if the participants have not read This Is How You Lose the Time War to understand the themes and structure of the roleplaying game. The roleplaying game is also part of the publisher’s Dyson Eclipse future setting, the same as Rock Hoppers, Signal to Noise, and The Kandhara Contraband: A System Agnostic Sci-Fi Adventure, but it is not clear how. Lastly, as an epistolary roleplaying game, The Words We Leave Behind feels that it should have more emotional prompts for longer play rather than the three for each suit which befit a game played in one go.

Physically, The Words We Leave Behind is neat and tidy and includes a lot of helpful advice and prompts on handling its themes, which undeniably are all needed give the nature of those themes.

Fans of This Is How You Lose the Time War will doubtless be intrigued by The Words We Leave Behind, but will find it a daunting prospect if they have not played a roleplaying game before or their roleplaying experience is with more mainstream roleplaying games. The Words We Leave Behind is a personally demanding game, asking us to explore themes and feelings that not every roleplaying game does, but the epistolary format means that this exploration does not have to be immediate and it can be more considered, which ameliorates some of the challenge to The Words We Leave Behind. Nevertheless, for mature players willing to do so, The Words We Leave Behind presents the demanding means to explore the growth of love and trust—and potentially betrayal—in considered fashion in an age of a time war.

—oOo—

This review is of the ‘Ashcan’ edition of The Words We Leave Behind. The full version is currently being funded via Kickstarter.

Friday, 3 January 2025

Friday Filler: Back to the Future: Back in Time

What is great about boardgames today is that designers can go back in time to revisit old films and old television series and create if not great games based on them, but then good solid, playable games that at the very least do the films and television series they are based on justice by making you feel that you are playing those films or television series. The design team at Prospero Hall proved this to be the case again and again with multiple titles like Fast & Furious: Highway Heist, E.T. The Extra-Terrestrial, Horrified, Jaws, and more. Back to the Future: Back in Time is Prospero Hall’s version of the classic eighties time travel film starring Michael J. Fox, which happens to be forty years old in 2025. Back to the Future: Back in Time is also published by Funko Games, so from the start, the pedigree of the game looks good. The result is a co-operative game for two to four players, aged ten and up, which focuses not on the obvious theme of the film, time travel, but on what the lead character, Marty McFly, has to do to get back from 1955 to 1985, which is make sure his parents get together and are in love and the DeLorean is in right place and ready for time travel. Of course, this is not easy. The photograph of Marty McFly and his siblings must not have faded away by the time this happens, Biff will be constantly interfering and so needs punching, the DeLorean needs repairing, and there are a lot of other obstacles that the players will face.

Since Back to the Future: Back in Time is from Funko Games, the production values are great. This starts with the image of the Fluxx Capacitor on the base of the board. This adds nothing to the game play, but it is a little detail that just adds a little extra… The rulebook is not presented as a rulebook per se, but as an issue of the ‘Tales from Space’ comic book, this time containing a ‘Shocking SCIENCE-FICTION Rulebook’. The look of the cover to the comic book is matched by the game’s artwork, which is all drawn and painted in the style of a bande dessinée comic book rather than the game using stills from the film. There is no doubt that there are good film stills that could have been used in the game, but the look of Back to the Future: Back in Time is classier and all the better for not using film stills.

Underneath the board, in addition to the rulebook, you will find four Character Mats plus their Starter Power Tiles and Player Figures, three Non-Player Figures, eight dice, a Clock Dice Tower, a DeLorean Car piece, decks of Movement, Opportunity, Trouble, and Item Cards, DeLorean Part Tiles, Knockdown Tokens, a Turn Tracker, McFly Photo Sections, and a Love Meter. The board depicts the various locations in Hill Valley, including the Clock Tower, Town Square, Hill Valley High, Doc Brown’s House, and the houses of both Lorraine and George. The four Character Mats plus their Starter Power Tiles and Player Figures are for Marty, Doc, Jennifer, and Einstein—and yes, you really do play Doc Brown’s pet dog! The Character Mats depict each character, have spaces for the Starter Power Tiles with room for more, and details of each character’s Special Power. Marty McFly can move Lorraine closer to him, Doc Brown can move to the location of the DeLorean, Jennifer can move Marty, Doc, or Einstein closer to her, and Einstein can move Biff away if he is too close to him. The Power Tiles represent Actions that a player can do on his turn, including moving his Character, attempting a challenge, modifying a die roll, and using Item Cards. The three Non-Player Figures are George, Lorraine, and Biff. Throughout the game, the players will be escorting George and Lorraine to get them together and thus fall in love, whilst keeping Biff away.

The Movement Cards give instructions to move George, Lorraine, and Biff. Whereas George and Lorraine will move around the board, Biff will move towards them and if in the same location as either, will reduce the love between George and Lorraine as tracked on the Love Meter. The Opportunity Cards, each based on a scene from the film, present a chance for the players to gain an advantage. For example, ‘Provoke Biff’ Opportunity Card shows Biff and his gang chasing you in his black 1946 Ford Super De Luxe convertible and if the player is successful, he will gain an extra Power Tile and the Skateboard Item Card, whilst the ‘Get Your Damn Hands Off Her’ Opportunity Card shows George punching Biff and rewards the player by moving Biff to the School Parking Lot, knocking him down, and giving him a Knockdown Token. The Item Cards show items and pieces of equipment, many of them iconic to the film, which give a player an advantage each turn. For example, the ‘Remote Control’ Item Card enables a player to attempt a Move DeLorean Challenge from anywhere on the board, whilst with the ‘George’s Notebook’ Item Card, a player can move George closer to him. Apart from the ‘Backpack’ Item Card, which has the constant effect of granting a player more Power Tiles and is never exhausted, an Item card is exhausted after each use and it can be used every turn.

Where the Movement, Opportunity, and Item Cards are quite small, the Trouble Cards are larger and square in shape. They represent factors that will hinder the players throughout the game and come in three levels so that they get more difficult to overcome and have a greater negative the higher their level. For example, the Level One Trouble Card, ‘Strickland Looks for Slackers’, prevents anyone from attempting a ‘Fight Biff Challenge’ and if dealt with, grants a player a new Power Tile, whilst the ‘Starlighters’ Guitarist Injured’ Trouble Card is Level Three and has the chance of forcing sections of the McFly Photo to be flipped over, and if dealt with, grants a player a new Power Tile. There can only be one Trouble Card in play, but remains in play until resolved or removed from the board.

The Love Meter shows two things. One is the McFly Family Photo which depicts Marty McFly and his older siblings, Dave and Linda. The McFly Family Photo is made up of six sections that can be flipped over during play to represent their fading from the timeline. Around the edge of Love Meter is a track that runs from ‘-4’ to fifteen. The top three spaces are marked with a Heart and called the ‘Heart Zone’. If the Love Meter Cube (or marker) is in this zone, George and Lorraine are in love. The lower numbered spaces track the progress of their potentially falling in love and whilst the Love Meter Cube is in this area, there is the chance of the six sections that McFly Family Photo will fade…

Lastly, there is the Turn Tracker, which acts as a countdown towards 10:04 p.m. on November 12th, 1955 when the lightning bolt will strike the Clock Tower overlooking the Hill Valley Town Square and provide the DeLorean’s flux capacitor with the 1.21 gigawatts of pure power needed to propel it forward it in time, back to 1985. One side is intended for player with three players, which the other is for two or four. The spaces on the Turn Tracker indicated what cards are drawn on each turn, including Movement Cards and Trouble Cards and checking the Love Meter and the McFly Family Photo.

Back to the Future: Back in Time does have a lot of pieces and a few moving parts, so that it looks more complex than it actually is. A player’s turn consist of two phases. In the Turner Tracker Phase, he will move the Turn Tracker Cube along one space and resolves the instructions it gives. This will always be a Movement Card to move George, Lorraine, and Biff, but can also be adding new Trouble Card to the game board or having to check the Love Meter and the McFly Family Photo. In the Action Phase, a player uses the Power Tiles to move his character around Hill Valley and Attempt Challenges. The Starter Power Tiles—five per Character—either enable the Character to move or a particular set of dice. Some of the extra Power Tiles, which can be gained by overcoming various challenges, do exactly the same, but others do more than this, such as reroll all dice that show ‘Biff’ symbols or change the symbols rolled on the dice to another. A Power Tile can be used only once per turn, but together with his Character’s Special Power, they give a player six actions on his turn and this can be expanded up to nine if a player overcomes enough Challenges.

There are six types of Challenge in Back to the Future: Back in Time. For the ‘Influence Love Challenge’, George and Lorraine must be together with the Character, whose player rolls the dice to generate Heart symbols to raise the Love Meter and so cause the potential lovebirds to fall in love. The ‘Move DeLorean Challenge’ is done to move the DeLorean around the board to get it to the Town Square in readiness for the lighting bolt striking the Clock Tower, whilst the ‘Prepare DeLorean Challenge’ has the Characters prepare the DeLorean with the Cable, the Hook, and the Gasoline at Doc Brown’s house before it can be moved to the Town Square. This only needs be done once per DeLorean Part per game, unlike the other Challenges. The ‘Fight Biff Challenge’ is conducted to try and knock Biff. This disables his action and movement, in particular, preventing the rolling of ‘Biff’ symbols on the dice. The ‘Opportunity Challenge’ gives a chance for the player to gain an advantage, a Power Tile, and other rewards, whilst a ‘Trouble Challenge’ is a chance for the player to overcome a ‘Trouble Card’ that is hindering everyone’s progress.

The dice come in four sets of two. The different types have certain symbols on them that need to be rolled for the various Challenges, but they all have ‘Biff’ and ‘Wild Card’ symbols on them too. The ‘Wild Card’ symbols can be used as any symbol to meet any Challenge and a player can reroll as many dice as he wants on an attempt against a Challenge, depending upon the Power Tiles used, of course. However, ‘Biff’ symbols are bad. Once rolled, they cannot be rerolled, and for each one rolled, the Biff figure is moved closer to Lorraine or George and once at the same location, lowers the Love Meter. Each Knockdown Token that Biff has counters a single ‘Biff’ symbol rolled on the dice. A player can roll as many or as few dice as he wants, which has its advantages and disadvantages. Rolling more dice means that there is likelihood of rolling Wildcard symbols, which means getting more of the symbols he wants, but it also means that he might roll more ‘Biff’ symbols. Further, as long as he does not roll ‘Biff’ symbols, a player can roll the dice as often as he wants or needs to.

Once set-up, the play is all about getting the right pieces to the right places. George and Lorraine together and all the way up on the Love Meter, Biff away from them, and the DeLorean, first to Doc Brown’s House to get the items needed for the lightning strike, and then to the Town Square. As the players push all of their characters and pieces into place, the game is annoyingly pulling them apart, splitting up George and Lorraine, getting Biff too close, causing trouble, and so on. And if the game sounds complex, once you actually have it set up and start playing, everything clicks into place, because what you realise is that you are playing out the plot of Back to the Future and quite literally time is against you. This is where the fun of the game comes to the fore along with the tension in the mechanics, so ultimately, the question of the game is, “Can you do as well as director, Robert Zemeckis, and the film’s cast?” And whilst you might not be able to first time, when you do, you will have told your own version of the story.

The fact that Back to the Future: Back in Time hews so close to the film is both a blessing and a curse. It means that the game is familiar to most players and that from the start, they understand what the overall objective is, and from there it is not that difficult to learn how to achieve that objective using the game’s rules. However, it does mean that Back to the Future: Back in Time cannot actually offer all that much in terms of variability and replayability. This is less of an issue for casual boardgame players than it is for the veteran player, but still, play it more than a few times and it begins to feel like you are watching the same film over and over. Lastly, as a co-operative game, it has the potential suffer from the Alpha Player Problem in which one player starts directing everyone else’s action, especially given that this game is aimed at a family audience and an experienced boardgame player may be the one teaching others to play it.

Physically, Back to the Future: Back in Time is very well produced. The standout piece is the DeLorean car which looks really good and there is even a Clock Tower Dice Tower that you can put together and have sat on the board where it can be used to roll dice and to add a little more physicality to the game. The artwork on the cards and in the rulebook is all excellent, capturing the likenesses of the various characters, items, and places an engaging comic book style. What lets the production values down are the figures. They are not particularly detailed and they really just about capture a feel of the likenesses of the characters. Plus, they are a little light. However, done in different colours, it is easy to work out which character is which.

Back to the Future: Back in Time is very good adaption of the classic time travel comedy. Almost too good in fact. Fans of the film will enjoy this game a great deal, but without being daunted by the rules which really do help them tell the story of Back to the Future. Hardened boardgame players will enjoy what is a very well designed, very nice looking, co-operative game (though not much beyond a few plays). Back to the Future: Back in Time is another excellent game from both Prospero Hall and Funko Games.