Doctor Who Project: Earthshock

What are we supposed to have done?

Season Nineteen has been about change. A new Doctor stands at the helm of the TARDIS, and producer John Nathan-Turner has interwoven psychedelic psychological drama with pseudo-historical potboilers and manor house murder mysteries. The shift in tone from story to story leaves viewers guessing as to what comes next. None of it quite prepares viewers from Eric Saward’s “Earthshock” (Story Production Code 6B), which takes Doctor Who to brand new ground: a companion dies.

A broken mathematics badge

The argument can be made that two prior companions have lost their lives in a story, with Katarina and Sara Kingdom both perishing during “The Daleks’ Master Plan,” but neither really “settles in” to life on the TARDIS to the extent that viewers develop a relationship to them, certainly not to the degree that viewers have come to know Matthew Waterhouse’s Adric, the precocious and persnickety Alzarian maths whiz. Adric’s TARDIS tenure has not been the smoothest—from his first appearance in “Full Circle,” he has been an outsider, the butt of many a joke and never really given a chance to shine, to be the focus of a story. His single outing as the sole companion, “The Keeper of Traken,” sees him sidelined almost immediately by Sarah Sutton’s Nyssa, and in the very next story, “Logopolis,” Janet Fielding’s Tegan comes aboard, to say nothing about the little matter of Tom Baker regenerating into Peter Davison.

A crowded TARDIS

Nevertheless, Matthew Waterhouse does the best he can with the scripts, which so often lean into Adric’s youth and callowness, and though few might proclaim Adric to be their favorite companion, he’s firmly part of the TARDIS team, and indeed is the longest serving cast member by the time Eric Saward and John Nathan-Turner decide to remove him. Saward litters the script with foreshadowing of someone’s demise, and there’s more on-screen death in this story than has been seen in years, but the ending still has the power to shock, because it is ultimately a pointless death. Indeed, the most stunning aspect of “Earthshock” is not that Doctor Who finally had the narrative courage to fatally write off a companion but that it didn’t matter at all to the story’s outcome.

Peter Davison as the Fifth Doctor, mightily annoyed with Matthew Waterhouse's Adric

Which is not to say that Adric is not heroic or that his death does not matter. Rather, to have Adric try, and fail, to alter the course of a gigantic space freighter as it is about to hit prehistoric Earth speaks to the very heart of Doctor Who, particularly the new vision of it as conceptualized by Nathan-Turner and embodied by Peter Davison in the character of the Fifth Doctor. Where every other Doctor in every other story (save the Third Doctor in “Doctor Who and the Silurians“) would have succeeded and rescued Adric, here, the Fifth Doctor fails, even as a plot to destroy Earth is foiled and history falls into its rightful patterns once more. His success, such as it is, comes, finally, at a cost. It’s a sobering moment, one that hints at a depth in the Doctor only suggested before, and one that helps viewers forget that these guys show up again…

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Lucky Thirteen: ASL Journal #13 (MMP) Released

Absolutely fresh off the printing press from those military-minded mavens of Millersville, Maryland, Multi-Man Publishing, comes the much awaited ASL Journal #13, a magazine dedicated to Advanced Squad Leader.

No longer just a plain periodical, the Journal has long since turned into a multi-media affair, and in addition to the usual assortment of articles devoted to everyone’s favorite tactical level World War II conflict simulation, the fifty-two page Journal #13 features Board 77, a whopping thirty-three scenarios (including four in the new “pocket” format) separately printed on cardstock, and a replacement for the long rowhouse overlay, X20, that was misprinted in the ASL Overlay Bundle. The cover art, by Terence Cueno, depicts minefield clearing at El Alamein in 1942.

Overview of ASL Journal #13 contents by Multi-Man Publishing

The articles in this issue of the Journal hearken back to some of the earliest ASL Annuals put out by Avalon Hill, with extensive tactical and statistical analyses of scenarios and rules sub-systems, with a particular focus in this issue on off-board artillery (OBA). Two of my old gaming buddies, Jim Bishop and John Slotwinski, have articles in this one, Jim on alternative OBA systems and John with a look at changes in a scenario updated by MMP when they re-released Yanks! several years back. It’s an in-depth set of articles this time, perhaps more for the seasoned player looking to wring a slight edge out of the counters and dice than the newcomer just getting to grips with the game, but decent reading all the same.

Article close-up from ASL Journal #13 by Multi-Man Publishing

Board 77, in the now-standard “Starter Kit” style, finally makes an “official” appearance after years of being available only in the Supplemental Map Bundle (and with no official scenarios that used it). To put it kindly, it is a board only a mother could love, as they say, a long, multi-level grain-festooned hill with crags and buildings scattered around haphazardly. That it comes from the imaginative mind of Ken Dunn explains much! Care has certainly been taken to make it playable, with contour lines popped out clearly via artistic openings in the hilltop grain fields. One seldom sees grain covering multiple levels, or indeed in that much profusion, and it’s a striking board that will take some getting used to, but it’s a worthy addition to the lineup all the same.

Close-up of Board 77 from ASL Journal #13 by Multi-Man Publishing

The scenarios, of course, are the star of the show, and new with Journal #13 are the “pocket” scenarios, PK1-4, featuring a full-color map printed on the card itself, measuring between six to eight standard map hexes tall and roughly ten to eleven hexes wide. I lack an encyclopedic knowledge of the map boards by sight, but they appear to be cut-down versions of existing maps with overlays, if any, pre-printed. It’s a brilliant concept, ideal for a club meeting or quick match. Even though the forces deployed by each side are surprisingly hefty in each of the four scenarios, they have short turn lengths; the constrained scope for maneuver will see sharp actions from the off. There’s no map or overlay info printed, making reproducing these scenarios via VASL more complicated, but that’s not a major concern. I can only hope that we see far more of these self-contained cards, encouraging as they do in-person play.

Scenario Card and Overlay X20 Overview from ASL Journal #13 by Multi-Man Publishing

The remaining twenty-nine scenarios cover a wide range of actions and fronts, from a dense action between the Japanese and Nationalist Chinese in 1937 Shanghai, a waterfront fracas pitting Albanians against Italians in 1939, Partisan action in Yugoslavia on Deluxe boards, and a full seven cards depicting Korean War confrontations to go along with the two KWASL articles in the Journal. Even the standard, near-mandatory German vs. Russian slugfest scenarios, the bane of many an ASL product and seldom proving interesting, look rather sharp this time out, including one set in far Northern Norway. I’ve already had to reorganize my scenario play list to fit several of these scenarios into the top of the queue.

As ever, to play it all you have to own it all, but even people just starting out with Advanced Squad Leader will find material of value here, and while it’s true of most MMP ASL products, this one is a necessary purchase. There’s really something for everyone in ASL Journal #13, and the scenarios, both “pocket” and regular, will undoubtedly be seeing heavy rotation on 2023’s convention schedule.

Doctor Who Project: Black Orchid

Why didn’t I leave after the cricket?

The TARDIS may be bigger on the inside than on the outside, but the typical Doctor Who story is larger still: worlds warring, cultures collapsing, aliens attacking, universes unravelling. Terence Dudley’s “Black Orchid” (Story Production Code 6A) shrinks that scope to the quotidian, presenting a simple two episode murder mystery with little on the line except the Doctor’s own fate, and in doing so, produces a tale grander than the usual galaxy-spanning fare. The actors, both guest stars and regular cast, take precedence over special effects and fantastical plotting. While most of Doctor Who‘s best stories are ones that it alone could tell, this noteworthy outing for the Fifth Doctor succeeds because it practically ignores everything unique about Doctor Who—except for the characters themselves.

The Fifth Doctor and Companions at a railway station

After a disorienting opening sequence showing a violent strangulation, then someone who looks very much like Nyssa turning over in bed, then an indigenous South American with a lip plate reading a book, the TARDIS lands on the platform of a railway station in the English countryside on June 11, 1925, where the Doctor is, apparently, urgently expected by Lord Cranleigh (Michael Cochrane). Before the Doctor and companions can catch their breath—to say nothing of the audience—they are whisked away to Cranleigh Manor in a stately green Rolls Royce.

The Fifth Doctor greets Lord Cranleigh

The initial establishment of the Fifth Doctor as a cricketer in “Castrovalva” pays off here, as Cranleigh needs the Doctor to both bat and bowl in the charity game held in conjunction with the annual fancy dress ball given for a local hospital. And bat and bowl he can, hitting frequently for six and taking several wickets to win the game. Director Ron Jones fully utilizes the location shooting to display Peter Davison’s own cricket skills in a loving montage that stretches nearly five minutes, a fair allocation given that the full runtime of the story is under an hour.

Peter Davision as the Fifth Doctor, getting ready to bat

But it is this attention to detail, to a deliberate development of the setting and character, that sets “Black Orchid” apart from the usual Doctor Who story. We see the Doctor reveling in a passion that has, ultimately, nothing to do with the outcome of the story, and yet it is not just a throw-away segment. Dudley draws upon the series’ larger scope, its vast store of lore, by having the local constable, Sir Robert Muir (Moray Watson) give both the Doctor and the audience a momentary pause:

Sir Robert: “A superb innings, worthy of the master.”

Fifth Doctor: “The Master?”

Sir Robert: “Well, the other doctor.”

The reference, ultimately, is to renowned cricketer W.G. Grace, known occasionally as “the Doctor” himself, but the brief possibility that the Master, or more intriguingly another Time Lord, is somehow involved creates a resonance that never quite goes away. Was this a knowing aside, a hint at the true culprit behind the opening murder? Has the Master summoned the Doctor to break his duck?…

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Lays of the Land: ASL Overlay Bundle (MMP) Released

No matter how many maps are produced for Advanced Squad Leader, some enterprising scenario designer is going to come up with an action that needs slightly different terrain—a building here, a grain field hindering a line of sight there, a whole river running down the board just because. As far back as original Squad Leader, terrain overlays have solved this problem, providing an easy means of altering the look and feel of a map to better suit the situation being portrayed. Long-time ASL players have accumulated scores of these cardstock contrivances, all lovingly (or less so) cut from sheets accompanying many ASL modules.

Cover Sheet detail of Advanced Squad Leader Overlay Bundle by Multi-Man Publishing

In order to replenish those stocks of cardstock cut-outs, Multi-Man Publishing has released the Advanced Squad Leader Overlay Bundle. The Overlay Bundle does not come in a ziplock bag or box; it’s literally a shrink-wrapped package of thirty-seven sheets of overlays, on the same glossy stock as prior overlay sheets. The overlays represent all official published ASL overlays except those that have been replaced by actual maps in subsequent products (the Board 25 Escarpment and Gavutu-Tanambogo islands) and the overlays from Red Factories and Deluxe ASL.

Overlay sheet detail of Advanced Squad Leader Overlay Bundle by Multi-Man Publishing

Some of the overlay sheets are straight reprints from recent module releases, like Hollow Legions 3rd Edition, but the majority have been laid out specifically for this product, collecting the various sheets from the past three decades. Curiously, one of the overlays, X20, a long rowhouse, has a fold running through it, on the single double-fold sheet in the bundle that contains the long river overlay. I can only imagine that’s an oversight, as there’s ample room on the rest of that sheet to lay out X20 without a crease straight through the length.

Overlay sheet detail of Advanced Squad Leader Overlay Bundle by Multi-Man Publishing

Players like myself, who have picked up ASL products faithfully over the years, probably don’t need the Overlay Bundle, but I’m betting they’ll want it. Overlays tend to live a rough life, at least in the gaming circles I run in. Smeared with plastic cement, tossed haphazardly in envelopes, left behind at conventions and game days, I imagine pretty much every ASL player has lost or otherwise mistreated an overlay or two, making this product a nice replenishment of the closest thing ASL has to consumables. If nothing else, it’s a chance to cut them out a little better than we might have all those years ago.

Overlay sheet detail of Advanced Squad Leader Overlay Bundle by Multi-Man Publishing

Owners of Croix de Guerre 2nd Edition who lack the original edition also will want to pick this up, as MMP made the decision not to include the original CdG overlays in the new edition of the French module. The decision was explained at the time by the fact that the Overlay Bundle was going to be coming out, but it took several years from CdG 2e being printed for the overlay bundle to arrive.

Overlay sheet detail of Advanced Squad Leader Overlay Bundle by Multi-Man Publishing

I’m glad to have the spare overlays, and this kind of product is well received for people who use their kit often. It will fill several holes in my overlay collection from dice well rolled over the years. Perhaps more could have been done—there was scuttlebutt on various forums in the past that the fabled Overlay Bundle would be printed on some sort of clear acetate, or pre-scored to enable ease of removal—but this sort of maintenance release is needed for the long term health of the hobby, and I appreciate the effort put into its production.

Doctor Who Project: The Visitation

So much for my friendly aliens.

Even though Eric Saward’s “The Visitation” (Story Production Code 5X) is the second story filmed in the Season Nineteen production block, the character development of the Fifth Doctor and his companions keenly reflects the story’s place as Peter Davison’s fourth televised outing. Typically this tight adherence to the subtle growth of the Doctor’s personality and his relationship with his companions would need to be added in by the production team, but here the snarls and smiles and subtle asides feel organic, integral to the four episodes of this story as well as to the overall trajectory of the Fifth Doctor as a whole, leaving little wonder why Saward would soon take on the script editor role for the series. Though current editor Anthony Root and producer John Nathan-Turner doubtless tinkered with the final script, “The Visitation” demonstrates how a keen familiarity with the overall vision of the series and its often convoluted continuity can take a decent story and elevate it into something even better.

The Fifth Doctor and Companions at Heathrow, 1666

Part of the strength of “The Visitation” comes from a commitment to the “through narrative,” the connecting bits of dialogue that refer to, and indeed build upon, events that took place in prior stories. While not quite as explicit as a formal “arc” as with Season Sixteen’s “Key to Time” stories, this through narrative rewards consistent viewers, albeit at the cost of confusing more casual audience members who might not know why Tegan is still disturbed by thoughts of the Mara or why the Doctor is constantly trying to get back to Heathrow Airport on a very particular day in 1981. Rather than being lore callbacks of a kind to delight people with encyclopedic knowledge of Doctor Who, as prevalently found in Seasons Seventeen and Eighteen, these connecting threads instead ground viewers in these particular characters, providing depth and familiarity as well as a sense that the Doctor’s adventures are interconnected.

The Terileptil's Android

The Doctor does manage to get back to Heathrow as “The Visitation” begins, though in 1666 rather than 1981, a slight error in calculation that puts him, Tegan, Nyssa, and Adric in the vicinity of a manor house that was the scene of a break-in of interstellar proportions. Saward and returning director Peter Moffatt reveal the “monster” in the first five minutes of the first episode, rather than employing the more common first cliffhanger revelation, bursting a brightly colored android (Peter van Dissel) through a drawing room door, where it is met by a fusillade of bullets from the soon-to-be-doomed householders. It’s a clever bit of misdirection, as the real foes of the story, the reptilian Terileptils, appear only midway through the second episode.

A fugitive Terileptil

Fugitives from the justice of their own ruthless kind, the three Terileptils, survivors of a prison ship that exploded in Earth’s atmosphere, plan to rid the planet of its pesky human populace by releasing rats infected with an amplified, bioengineered version of the plague already ravaging Europe at the time. One Terileptil in particular (Michael Melia) remains behind at the manor house perfecting the plague, using villagers, subdued by the same prisoner control bracelets that recently held him and his fellow convicts in check, as a workforce. As far as Doctor Who villain motivations and plans for conquering Earth, it’s pretty run-of-the-mill, but the joy of this story comes not so much from the spectacle of a scaly green alien thundering about in high dudgeon as from the juxtaposition of high tech in a low tech environment that Doctor Who depicts better than any other show, embodied in the person of a jocular thespian (and, yes, occasional highwayman), Richard Mace (Michael Robbins), who all but steals the stage…

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Doctor Who Project: Kinda

There is great danger in dreaming alone.

Given that Doctor Who has never shied away from the allegorical and mythological, it’s surprising how long it took before the show based a story so directly on the notion of Paradise, in particular the Garden of Eden myth. Newcomer Christopher Bailey’s “Kinda” (Series Production Code 5Y) doesn’t take long to stake out the specifics, with forbidden apples being tossed around and snakes slithering about the otherwise idyllic garden planet Deva Loka, home to the mute, telepathic Kinda; a dome full of pseudo-British colonial occupiers straight out of Livingston and Stanley (with a bit of Joseph Conrad added for good measure); and a malevolent entity known as a Mara, lurking in the Great Dreaming.

The Mara (Jeffrey Stewart) confronts Tegan (Janet Fielding)

There’s quite a bit to unpack in this four episode story, so much that Sarah Sutton’s Nyssa is all but excised from “Kinda,” appearing in only the very first and last scenes as she recovers from the sudden malady that afflicted her at the end of “Four to Doomsday.” Between an overstuffed plot (which nevertheless contains quite a bit of filler) and a very strong guest cast, including Richard Todd and Nerys Hughes, there’s simply no room for three companions, a problem that will continue to plague the Fifth Doctor’s run for some time to come.

Sanders (Richard Todd), Todd (Nerys Hughes), andHindle (Simon Rouse)

With the Doctor and companions starting the story already on Deva Loka, for unexplained reasons, focus shifts to the inhabitants of the dome. The colonizing team, from an unnamed homeworld (though ostensibly Earth or one of its offshoots), has been losing team members on the planet they call S14, a troubling occurrence given that the native Kinda (pronounced ken-dah) show no hostile intention, even though the colonists are holding two Kinda as hostages. The last colonist to disappear left behind his Total Survival Suit (TSS), an armed and armored exoskeleton that an inquisitive Adric manages to activate. It herds him and the Doctor back to the dome as prisoners, where strait-laced mission commander Sanders (Richard Todd), inquisitive scientist Todd (Nerys Hughes), and paranoid security officer Hindle (Simon Rouse) nervously attempt to understand their puzzling appearance on the planet.

Tegan adrift in the Place of Great Dreaming

Adric’s misadventure leads to Tegan being left behind in the Place of Great Dreaming, a clearing dominated by massive crystal wind chimes that induce a hypnotic sleep. She falls prey to the somnolent song and finds herself in a dark void, eerily lit from jarring angles and with heavy shadows over her features. After encounters with other lost souls (possibly the missing colonizers?), she confronts a trickster figure (Jeffrey Stewart) who torments her with duplicates of herself, forcing Tegan to question her identity, her uniqueness, her very existence. Janet Fielding displays a deft and wide range of emotions in these scenes, certainly far beyond anything given to Tegan in her three prior stories. Slowly being driven mad, she agrees to allow the trickster to take over her physical being in order to escape the nightmare. As they grasp hands, a snake slides from his arm to hers. Subtle? No. Effective? Surprisingly so…

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