Jeremy Tidwell has written a hack called Companions (here
) that is set after the death of the Doctor, where the TARDIS has gathered some of his old companions together to finish the Doctor's work.
It's a great pitch: with a real sense of melancholy and purpose, and it totally grabbed the 4 Dr Who fans I pitched it to at a house-con yesterday.
The game went well: we played an adventure called Ice World Zero, set at a point in the Battle Cleric timeline when suspicions of the Doctor are high, and one of the Doctor's old enemies is up to a nefarious scheme. By the end of the mission, two of the Companions had been killed and then resurrected by the TARDIS - coming back ... changed by their time in the vortex.
Due to lack of time, I'll break my feedback into two or three posts.
In this post, I just wanted to discuss some ideas that came up when we discussed the Touchstone playbook after the game. We felt the Touchstone (an everyday person with a heart) didn't have many options for things to do in the game. We discussed how to make him/her more emotionally central to the game.
(Jeremy, this is one of those situations where I'll offer some suggestions, but they may not be right - they may just help you identify issues of your own. It's all cool!
People instinctively moved to shield and protect the Touchstone from Harm. Perhaps there could be a move to take advantage of this: "If others take harm to protect the Touchstone, both parties benefit (the Touchstone gains XP, and the protector takes +1 forward)", for instance.
There could be a move that's something like "In a dire situation, you are not seen as a threat by anyone."
Monster of the Week (a hack by Mike Sands) has a great little move for the Mundane called "Always the Victim". I'll have to check out the details of it, but I think it's about people gaining XP if you need rescuing. Similarly, there's an "I'll check it out" move, where the Mundane gains XP for heading off on her own and investigating stuff.
We all thought it would be fantastic if having the Touchstone present when a companion died gave that companion a bonus to being resurrected. Something like "add your Hx with the Touchstone to your resurrection roll."
In general, we wanted the Touchstone to have more stuff that helped her connect with others, protect and help others, and support others.