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This week we take a look at movement rules and how to fly your TARDIS. We also take a closer look at Dilemmas, Locations and the TARDIS dice.
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"One day, I shall come back. Yes, I shall come back. Until then, there must be no regrets, no tears, no anxieties. Just go forward in all your beliefs and prove to me that I am not mistaken in mine.” Every story has a beginning and end. The Doctor’s story starts when he steals a TARDIS and runs away with his granddaughter Susan. They travel to many worlds before stumbling on earth where Susan decided to attend school. After awhile her school teachers Ian and Barbra became concerned with Susan’s well being and followed her home, to find she lived in a strange blue box with her Grandfather. And this is we begin our journey with the Doctor, and we haven’t stopped. When Creating cards for the first Doctor I struggled a little bit, there is so much history in this one card and I really wanted to do it right. One of the feelings I wanted from this Doctor was the new beginning feeling where he didn’t know how to pilot the TARDIS correctly and never knew where he was going. As a game designer I didn’t want to force one Doctor to be always chaotic, as this would give him a handicap the other Doctors wouldn’t have so instead I landed on giving the first Doctor a bonus if he went to a random location without choosing it, and making it a choice whether he wanted to use this ability or not. This worked out well in play testing and really gave the feel to this Doctor that I felt he deserved.
This week game designer Andrew Haught talks to us about the Twelfth Doctor and how he works in the game. We also take a closer look at the Twelfth Doctor's Model.
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“There's no such thing as the Doctor. I'm just a bloke in a box telling stories. I didn't come here because I'm ashamed. A bit of shame never hurt anyone. I came because you're sick and you asked. And because sometimes, on a good day, if I try very hard i'm not some old Time Lord who ran away. I'm the Doctor."