Playing Doctor Who Solo

No gamemaster needed: an oracle built from the game's own 2d6 roll and six results, and the tools to explore time and space on your own.

Why Doctor Who Works Alone

Plenty of Doctor Who stories follow one traveller: a companion separated from the Doctor, a lone Time Lord, someone who stumbled into something strange. Playing solo, you take that role and let the dice answer the questions a gamemaster would. The tool is the one you already know: two six-sided dice, where a 6 makes things better and a 1 makes them worse.

The Second Edition has no official solo rules, so everything on this page except the core rules is a house rule: the oracle, the scene check, the villain's-plan clock, the attitude roll and the sparks are tools for solo play, not part of Cubicle 7's rulebook.

What you need

The Oracle

When you want to know something a gamemaster would tell you ("Is anyone else in the museum?"), phrase it as a yes-or-no question and decide how likely a "yes" is. Roll 2d6, add the modifier, and compare the total with 7. Then read the result the way the game reads any roll, using the 6s and 1s on the dice.

How likely is "yes"?Modifier
Nearly impossible−4
Unlikely−2
Toss-up+0
Likely+2
Almost certain+4

As in the game, a 6 and a 1 together cancel out. Because of that, "but" answers turn up mostly when the odds are lopsided: likely things tend to come true with a catch, and unlikely ones tend to fail with a silver lining. That feels right for Doctor Who.

Don't spend Story Points on oracle rolls. They belong to your character's real rolls; the oracle is the universe.

Exact odds

Worked out from all 36 ways two dice can land.

LikelihoodYes, andYesYes, butNo, butNoNo, andAny yes

Scenes, People and Sparks

Scene check and the villain's plan

Every Doctor Who story has someone or something with a plan. Track it as a clock from 0 to 6. Add 1 whenever an oracle answer is "No, and…", whenever one of your real rolls comes up Disastrous before you spend any Story Points, and by hand whenever you waste time or draw attention. When the clock reaches 6, the plan is complete: something terrible happens, and the rest of the story is about stopping it or putting it right. A toss-up question comes up "No, and…" one time in four, so the clock moves fast; if you'd like a slower story, advance it only for real rolls and by hand.

At the start of each scene, say in one line what you expect to find, then roll one die. If it is equal to or under the plan clock, the scene is interrupted: the villain, their agents or the consequences of the plan arrive. Otherwise a 6 means the scene is altered: one important detail is different. Anything else and the scene is as you expected.

NPC attitude

When you meet someone and their reaction matters, roll 2d6 against 7 and read it like the oracle. Add +2 if you've already helped them, −2 if you've given them reason to be afraid of you.

ResultTheir attitude
BrilliantAn ally: they'll help, and they know something useful
SuccessHelpful
BarelyHelpful, but they want something in return
AlmostSuspicious, but curious enough to listen
FailureWary: they won't help yet
DisastrousHostile, or they raise the alarm

Attitude is where the conversation starts, not where it ends. Changing someone's mind is a real roll: Presence + Convince against a Difficulty you set first.

Sparks

When the oracle says "but" or "and", or a scene is interrupted, and nothing comes to mind, roll two dice and read them together: an action and a subject.

DieActionSubject
1Investigatean alien visitor
2Rescuea human scientist
3Escape froma crack in time
4Stopa monster
5Hide froma strange signal
6Bargain witha figure from history

Playing the Gamemaster's Part

Real rolls

Anything your character does that could fail is a real roll: Attribute + Skill + 2d6 against a Difficulty that you set before you roll. Twelve is a typical Difficulty; 15 is tricky and 18 hard. Use Advantage and Disadvantage, Focus dice and Story Points exactly as the rules say. The Dice Roller does all of this and keeps track of your Story Points.

Story Points alone

With no gamemaster to award them, give yourself Story Points for the things the rules reward: doing something heroic, playing your Focus flaw when it makes life harder, getting captured. Take them away for terrible acts. Be honest, and remember that taking a worse result to gain a point is always an option when you can afford the trouble.

Talk first

The game resolves Talkers before Movers, Doers and Fighters, and solo play should too. When a scene turns dangerous, ask whether your character can talk, run or think their way out before reaching for a fight; Conditions add up fast when there's nobody to help.

Solo Tool

The villain's plan: 0 of 6

Session log

    The log and the plan clock are kept in this browser only.

    Your First Solo Adventure

    1. Make a traveller and a landing. One character, one place and time, and one thing that's wrong there.
    2. Frame each scene. One line of what you expect, then a scene check.
    3. Ask and explore. Use the oracle for what a gamemaster would tell you, and the attitude roll for the people you meet.
    4. Roll for real when it matters. Set the Difficulty first, then roll Attribute + Skill + 2d6.
    5. Watch the plan. Every disaster moves the villain closer. Decide early what happens if the clock fills.
    6. End with a choice. Doctor Who stories end with someone making a hard, kind decision. Make sure yours does.

    An Example of Play

    Priya Lamb is a companion stranded in 1890s London, with Ingenuity 4, Technology 3 and 12 Story Points. A strange signal is coming from somewhere near the British Museum. The plan clock is at 0.

    Scene 1: outside the museum at night. I expect a locked, empty building. Scene check: the die shows 6, and the clock is 0, so the scene is altered: one window is glowing green.

    Oracle: "Is the signal coming from inside the museum?" Likely: +2. The dice show 4 3: 7 + 2 = 9, which beats 7, with no 6 or 1. Yes.

    Oracle: "Is anyone else inside?" Unlikely: −2. The dice show 6 2: 8 − 2 = 6, short of 7, but with a 6, so Almost: No, but… Nobody is inside, but someone left a lamp burning in the Egyptian gallery very recently.

    A real roll. Priya picks the lock on a side door with her sonic tools: Ingenuity 4 + Technology 3 + 2d6 against a Tricky 15. She rolls 5 1: 4 + 3 + 6 = 13, short of 15, with a 1. Disastrous. The plan clock goes to 1. She spends 3 Story Points to drag it up one level at a time, to Failure, Almost and then Barely, the highest a missed roll can go. The door opens (12 − 3 = 9 Story Points left), but an alarm bell starts ringing deep in the building.

    Scene 2: the Egyptian gallery. Scene check: the die shows 1, under the clock's 1, so the scene is interrupted. Spark: 4 and 4, "Stop a monster". One of the exhibits has started to move.

    Attitude. A night guard bursts in with a lantern. 2d6 against 7: 6 1, which cancel out, and 7 beats 7, so a plain Success: he's terrified, but he's on her side.

    That's the loop: ask, roll, interpret, write a line, move on. What the exhibit wants, and whether Priya can talk to it, is a question only you can answer.

    Where to Go Next