From: aspolito@enchilada.engr.ucdavis.edu (Anthony S Polito)
Newsgroups: rec.games.frp.misc
Subject: Re: Timelords
Date: 6 Dec 92 04:38:28 GMT
Organization: College of Engineering - University of California - Davis

In article <1992Dec3.020238.3521@news2.cis.umn.edu> esper@cs35b.cs.umn.edu (Dave Sherohman) writes:
>In article <ByLJED.Jn3@nic.umass.edu> pfloyd@titan.ucc.umass.edu (BlackWing Restorations, Ltd.) writes:
>>
>>>	I read in the fall Wargames West catalog that Task Force Games was
>>>supposed to release a new Doctor Who RPG called "Timelords".  Has anyone
>>>seen it or played it?
>>
>>
>>I do believe BTRC (Blacksburg Tactical Research Center) has copyright
>>on that name gamewise... (Mr Greg Porter, are you listening?)...
>
>BTRC does indeed have a system named _Timelords_, and I thought much the same
>thing when I first read the question.  The Dr. Who game in question is named
>_Time Lord_, and appears to be a minimized system.  It's published in a
>softcover book about the size of the Batman RPG (really just a slimmed-down,
>low- to no-superpowers version of DC Heroes), and the back of the book claims
>that everything is governed by "one simple rule" - of course, it doesn't mention
>what that rule is.  I also got the impression that it's geared primarily for use
>as an introductory game, with play based primarily on the TV series (possibly
>going on to the full Dr. Who RPG after gaining some experience?).  I may look
>into _Time Lord_ a bit more closely later this week and I'll post my findings if
>I do.
>
>BTW, it's just out - Twin Cities gaming shops just got the first copies in
>today.
>
>esper@ima.umn.edu

About TimeLords, I don't know anything about the game TimeLordS but I do have
a copy of the game TimeLord  (note no S).  The game is actually pretty good, 
but only if you want to play in a Dr Who setting.  I mean, what else can you
about a game that has rules for hitting on homeade devices to make them work?
The game is fairly simple, with only a few rules.  And not only that it
manages to do what ST games claim they do, encourage role-playing over dice
bouncing.  First of all, the players are either time lords (rengade time lords
that is) ir compainions.  Now when was the last time you saw compainions (UNIT 
excluded) reguallery getting into fights?  Yup, for once a game geered at
not blowing everything you see into little bite sized chunks.  Second of all, 
it really fits the Dr Who world.  The rules are designed to play like a Dr Who
game should play.  An instance of this is monsters firing.  Supposing a group
of Daleks is firing, they can attack two ways, one in a combined assault that 
will fire only one shot but almost always hit, and another that is several
shots, but few hit ever, especially against a dodging target.  Now which one do
you think Daleks chose to use against flunkies and which one do you think they 
use against the compainions as the poor players run for the hills?  Yup you got
it, those flunkies can die like flys, but players are alittle harder to hit 
unless the GM wants them knocked out for plot reasons (and still it can be 
difficult against a fleeing target...but that still agrees with the TV show)
Thirdly, the game is very Dr Who like in having a largeish section (large for
this game, meaning around 15 pages) on Macguffins, or those lovely little 
things made out of variousa bits of electronics that normally look like they 
belong in some Macgyver script.  
The game is mostly background, ideas, lots of information on the doctor, his 
companions and old enemies and monsters.  Can be loads of fun if played with
the right people.  I would advise it to almost anyone who likes Dr Who, 
provided they are willing to play a game that isn't killing everything.
If you want more info I can send you the address of the American distributer.
Newsgroups: rec.games.frp.misc