The Doctor Who RPG Guide

Doctor Who: The Roleplaying Game puts you aboard the TARDIS: as the Doctor, a companion or another traveller in time and space, solving problems with wit and courage more often than with weapons. This guide covers the Second Edition, from the dice and Story Points through building characters and travelling in time to writing adventures, running the game, or playing alone.

The core rollagainst a Difficulty

Doctor Who at a Glance

Four ideas carry most of the game. Each part of the guide builds on them.

Attribute + Skill + 2d6

Add two dice to an Attribute and a Skill and compare the total with the Difficulty. How far you beat it, or miss it, shapes what happens.

Story Points

Spend them to push a roll, avoid disaster or nudge the story; earn them back by being heroic, clever and true to your character.

Talk First

Talkers act before fighters. The game rewards running, thinking and talking your way out of trouble.

All of Time and Space

The TARDIS can land anywhere and anywhen, so every adventure can be a new world.

The Guide

The rules first, then characters and time travel, then the gamemaster's pages and playing solo.

Getting Started

The Rules

For the Gamemaster

Playing Solo

Tools

Use these at the table.