A Surfeit of Companions? New Doctor Who Cast Announced

It’s practically a parlor game amongst fans of Doctor Who: what constitutes a companion? By and large, companions are understood to travel extensively with the Doctor. In the “classic” days, the only real argument concerned Sara Kingdom and Katarina, whose single journeys on the TARDIS made them eligible (in some misguided minds) for that elevated status.

The UNIT era introduced the notion of a standing cast of characters who were demonstrably not companions, if only because the Doctor never invited the Brig and Friends into the blue box, and after that, the Doctor’s adventures tended to the stand-alone, with no fixed location to which he frequently returned and thus no real room for a recurring cast outside the companion(s) du jour.

When the series came back in 2005, however, story arcs and recurring characters became the norm; the Ninth Doctor gained not just Rose Tyler but her extended family and friends. Though I’m hesitant to call Mickey a companion— in the classic sense of a person effectively chosen by the Doctor—and even less so Jackie, the new series has stretched the definition of companion such that they probably should be considered as such.

So the BBC’s announcement of the recurring cast for the Thirteenth Doctor’s inaugural season has me wondering: does the Doctor now have three actual “classic” companions, for the first time since the Fifth Doctor, or are we looking at another friends-and-family plan of people who are in the Doctor’s orbit and enter and leave as the needs of the inevitable story arc demand?

Image via BBC America at https://www.bbcamerica.com/anglophenia/2017/10/meet-the-cast-of-the-all-new-doctor-who-series-coming-to-bbc-america-fall-2018
From left to right: Mandip Gill, Bradley Walsh, Jodie Whittaker, Tosin Cole. Image via BBC America.

Details on the roles that Mandip Gill, Bradley Walsh, and Tosin Cole will play are, understandably, under wraps, with the series not resuming until next Fall and much still to be decided on the direction of the storyline. Count me in favor of returning to the old style of companions, though, of people who basically live on the TARDIS full time and come along on the Doctor’s journeys by default rather than being whisked away from their normal lives and returned, after a month of derring-do, a second after they left.

Consider me, indeed, old school in preferring the Stevens and Vickies and Leelas who have nowhere else to go after the Doctor turns their worlds upside down. The contemporary effort of tying the Doctor so tightly to Earth (modern Britain, more precisely), much like the Third Doctor’s exile, certainly makes for more relatable characters and settings. Cybermen and Daleks on the high street are always a bit startling. But it’s past time for the Doctor to get out there again, freed from terra firma, without having to worry about getting a companion home before the kettle boils over.

(Image via BBC America.)

Doctor Who Project: The Time Monster

Doctor Who Project: The Time Monster

And against what, precisely, am I supposed to be warning the world?

One does not begrudge an artist returning to a favored, familiar theme. So the fact that Robert Sloman’s Season Nine finale, “The Time Monster” (Story Production Code OOO) reads almost identically to his (with Barry Letts) Season Eight finale, “The Daemons,” can be forgiven, if only because of the depth of world-building that occurs in this six part story. We learn much about the Doctor, the TARDIS, and the Doctor’s relationship with the Master, enough so that we can (mostly) overlook our realization that we’ve already seen this story play out.

Come, Chronos, Come!

Where, in “The Daemons,” the Master disguised himself as a vicar in order to use the occult altar beneath the vicarage to summon the Daemon Azal, here he puts on a professor’s tweeds and uses government grants to build a time manipulation device capable of summoning an extra-dimensional being of immense power: Chronos, the Chronovore, a time-eater that lives in the interstices between moments. Instead of Morris dancers and brainwashed villagers, his allies now include a graduate student, a doctoral candidate, and an Atlantean high priest accidentally brought forward almost four thousand years from the past. A step up, all things considered.

Am I getting credits for this?

The story takes a while to get moving. Two episodes are devoted to establishing the Master’s device, the TOMTIT (Transmission of Matter through Interstitial Time), and bringing UNIT, which is inadvertently funding the Master’s research, onto the scene. Many loving close-ups of a teleporting tea saucer fill the opening scenes. Several bureaucrats are given a narrative build-up, only to be dismissed by the Brigadier with no further involvement in the story, and a window washer who looks in on the teleportation events falls from his ladder in shock, his near-death state essentially ignored.

“The Time Monster” shows all the hallmarks of a story stretched from four to six episodes to fill the schedule, and yet the slowness of pacing gets turned on its head in the final two episodes, such that when the Master’s erstwhile (and innocent) assistants try to free the Brigadier and a UNIT platoon from a time bubble and accidentally turn Sergeant Benton into a baby at the end of the fourth episode, this dramatic retrogression isn’t even brought back up until the very end of the last episode. Because the Doctor, Jo, and the Master have a date in Atlantis…

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War by Other Means: Sidereal Confluence (WizKids)

Financier Raymond Defoe hadn’t played Sidereal Confluence: Trading and Negotiation in the Elysian Quadrant (by TauCeti Deichmann, WizKids, 2017) when he riffed on Clausewitz, saying, “Economics is war pursued by other means,” but he may as well have. This simultaneous-action trading and economic engine building game, which plays from four to nine (!) people, requires that players, taking on the roles of nicely differentiated alien species, cooperate through trading to build up their economies, but behind the polite facade, there’s malice aforethought.

Sidereal Confluence in play.

Players start with a tableau of species-specific technology cards in play, each of which contains the game’s central mechanism, a “converter” that takes a set of resources and, once per turn, ouputs a larger, different set of resources. No species can generate enough outputs to fulfill its specific input needs, let alone to research and upgrade technologies to create new, more efficient converters. So, the game is about trading, and everything in the game, aside from victory points, is both tradeable and public knowledge. Need two white cubes to finish a research project? The table knows what you need (and why, if they’re paying attention) and will price accordingly. But, they have needs, too, and deals can be made. Have a converter you’re not using this turn? Trade it for a turn to someone with the resources needed to run it for a cut of the proceeds.

My gaming buddies (Mike Vogt, Neil Stanhagen, Joe Jackson, and Joe’s son) and I got Sidereal Confluence on the table this past weekend. We’re all wargamers at heart, so we went in looking to cut the other guy out of what he needed to win—and in the process realized that we were harming ourselves instead. After the first turn, where we grudgingly made exchanges and insisted on usurious exchange rates, our economic engines were quite anaemic.

This is not a zero sum game; the converters continually pump more and more resources into the game, and more resources are constantly needed to upgrade to the better (and more lucrative, VP-wise) technologies. No, this is a game about arbitrage, about maximizing delta through efficiency and understanding the flow of supply and demand.

Once we figured out that you don’t need to “win” a trade, you just need to come out of it with slightly more than you went in, either in resources or tempo or even goodwill, everything changed, and that’s when it got nicely nasty. Trading became less about immediate personal needs and more about the table’s needs. Blue cubes (biotechnology, in the game’s parlance) about to be in demand? Figure that out a turn before everyone else does, corner the market ahead of time, and take your pick of the offers to fuel your own economy afterwards. As so often in life, it’s better to be a seller…

Sidereal Confluence is certainly not for every game group. Trading, the heart of the game, takes place simultaneously. There’s no orderly queue for offers—think the Chicago Mercantile Exchange futures pit and you have some idea. It is, frankly, a panic for players afflicted with overanalysis syndrome or min-maxers in general; while they’re trying to figure out what they need for a hyper-efficient exchange, the other players have already traded and re-traded for what they need, and to then prise it out of their hands (or claws or pincers or whatever species-equivalent appendage they have) will cost. All trades are binding, too, so no take-backs if you’re slow to the trading floor or poor at math. One either relishes this kind of free-for-all gaming experience or runs screaming from it.

Sidereal Confluence in play.

As with most card tableau games, it can get messy, and the main knock I have on the game is that the space required to set up your own play area grows along with your economic engine, such that you need a lot of space per player (or far neater gamers than I’ve yet to meet). Pair that with the need to see everyone else’s tableaux and resources, to properly trade, and you have the potential for serious usability issues. With five, in a rough oval, I found myself trading mostly with the two people on either side of me, just because of the difficulty of parsing that set of cards and cubes across the way; add more players, and more space, and I can’t see how the two sides of the table wind up interacting.

Play time clocks in at two hours, roughly, and given the simultaneous nature of gameplay, I’m inclined to believe the box when it says two hours regardless of player count, from four to nine. Most promisingly, the game teaches fast, and after that initial turn of parsimony, we were trading, leveraging, wheedling, and dealing with the best of them. Oh, it was still a conflict, but it’s always best when a dagger comes with a smile and a receipt.

(Top photo courtesy of Mike Vogt.)

Doctor Who Project: The Mutants

Doctor Who Project: The Mutants

I’m not sure I like being described as a malfunction.

Though Doctor Who has always been a product of its times, seldom do contemporary events drive the story quite like in Bob Baker and Dave Martin’s “The Mutants” (Story Production Code NNN). Here, the United Kingdom’s colonial enterprise (or, more accurately, said enterprise’s haphazard and messy unravelling) serves as the plot foundation for this tale of human meddling in cultures and ecosystems they do not understand, mirroring the UK’s real-life disengagement with colonies throughout Africa, Asia and the Pacific. But, as with Baker and Martin’s prior effort, “The Claws of Axos,” a broad commentary on the energy crisis, there’s still quite a bit of room for derring-do beyond the central parable of segregation, colonialism, and the drive for independence.

Two sets of entrances

Once more, the Time Lords send the Doctor on an errand, whisking him and Jo via remote-controlled TARDIS to Skybase, a space station in orbit around the planet Solos operated by the Earth Empire of the 30th century. He is to deliver a biometrically sealed container to someone on the station; awkwardly, it doesn’t come with an address label, leading the Doctor to try to hand it off to various people until it unlocks. With typically impeccable timing, the container whirrs open when presented to Ky, a native of Solos who has been agitating for independence from Earth—and who is running from guards, having just been implicated in the assassination of the Earth Administrator about to grant his wish.

You see, the Marshal, head of security on Skybase, is an old colonial hand facing the loss of his job. “We can’t afford an empire any more,” proclaims the Administrator shortly before his death. After centuries of expansion, the Earth Empire has begun its decline, explicitly linked by the Doctor to the fall of the Roman Empire. Unwilling to give up the only life he knows—and, to a great extent, unquestioningly believing in the superiority of Earth over its colonial subjects—the Marshal orchestrates the Administrator’s murder as a pretext to declare martial law, which will allow him to complete the transformation of Solos’ atmosphere into an Earth-normal state, a process coincidentally fatal to the native humanoid Solonians, who have toiled for five hundred years in the planet’s thesium mines.

The titular mutant

But if that weren’t enough, the Solonians have been turning into “mutts,” the titular mutants. Their skin begins to coarsen into a thick green carapace, and they eventually turn into bipedal insects. The Marshal hunts them down with glee to prevent their “sickness” from spreading, despite the fact that no Earthers are ever affected by whatever is causing the mutations and that the mutants all gather in a single cave on the planet, waiting for something. He sees their otherness as evil, to be destroyed.

Humans are the monsters again in this story; as with many stories in the Third Doctor’s era, the monsters serve as victims, misunderstood at best and exterminated at worst. In “The Mutants,” colonialism and its attendant prejudices drive the oppression against the Solonians in both their humanoid forms and their insectoid forms. It’s up to the Doctor to realize that there’s a third form…

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WashingCon 2017 After Action Report

The third time, as they often say, is the charm. WashingCon, Washington, DC’s premier gaming convention, has come and gone again, an agreeable and essential ritual on the local gaming calendar. The convention, started in 2015, no longer takes place in a small church hall playing host to a hundred or so people. And yet, even as it has reached its third year, with nearly a thousand attendees and the space to hold them all comfortably, it retains that personal touch, thanks in no small part to the organizers and volunteers, including the owner and staff of the District’s finest local game store, Labyrinth Games. It is, bar none, the friendliest and most welcoming game convention I’ve ever had the pleasure of attending.

For this, my third WashingCon, I attended with good gaming buddies Doug Bush and Joe Jackson, as well as Joe’s son. We started with a pair of matches of Quartermaster General 1914, a light Euro/wargame mash-up on World War One in Europe from PSC Games. It’s mostly a card management game with a well-integrated theme, using an ever-dwindling supply of cards to both drive the action and as a resource to pay for those actions.

Quartermaster General 1914 at WashingCon 2017

As an engine for understanding history, the game doesn’t quite deliver—one match wound up with an Austro-Hungarian fantasy outcome, the other with the Ottomans rampant across much of the Mediterranean—but accurate historical simulation isn’t promised on the tin. As a quick playing game that came down to the wire in both of our matches, Quartermaster General 1914 provides an agreeable experience that’s easy to learn and with more nuance than the iffy plastic bits portend.

Next up, Doug unveiled one of the prides of his game collection, the third edition of High Frontier, Phil Eklund’s (in)famous game of space exploration. Lavishly produced, this edition stopped many passers-by in their tracks. Those who knew the game tended towards amazement at actually seeing it get played; those unfamiliar with its Hohmann Pivots, Lagrange Points, and solar winds tended towards amazement that anyone could decipher the board.

High Frontier Third Edition at WashingCon 2017

And, in truth, it takes a lot of staring before one can really begin to read the map’s secrets. Though there’s definitely a game here, I tend to see High Frontier as closer to an experience, since just figuring out how to get a rocket off of Earth, let alone giving it enough fuel to traverse the gravity wells of other planets, becomes a triumph in and of itself, regardless of what everyone else at the table is doing. I managed to colonize Mercury and set up a factory on the Moon by the end, but I think Joe’s son took to it the most. By the end of the session, he was flinging a well-constructed space probe around Saturn’s rings and moons with rather some skill. And thanks to WashingCon’s absurdly generous game giveaway this weekend, he even took home a copy for himself.

The evening rounded out in a very odd playthrough of Battlestar Galactica with two of Doug’s acquaintances in attendance. The Cylon raiders left the humans alone for several jumps, leading to the inevitable in-fighting amongst the humans (and non-revealed Cylons). By the time all three Cylons were revealed (thanks to the sympathizer rules for six player games), the humans began to lose hope, but they (we, I should say, since I was no toaster!) came within one jump of winning. I find Battlestar Galactica to be a game that I really enjoy playing, but only every so often. Once or twice a year, with the right group, feels just about sufficient, and this group was great, with precisely the right level of recrimination at the end.

Day two of WashingCon was a short one for us, but Doug and I revisited World War One with the recently released Illusions of Glory from GMT Games. As the name suggests, Illusions of Glory is a card-driven, point-to-point treatment in the vein of the venerable Paths of Glory. This game covers the fighting in the East, with the Russians, Serbs, and Montenegrins fighting the Austro-Hungarians, Germans, and Ottomans.

Illusions of Glory at WashingCon 2017

It’s pretty standard card-driven gaming fare, but that doesn’t make it any less interesting, and there are nice rules wrinkles to add a bit of piquancy. We only played about five turns of the full campaign (so into Spring of 1915), but it was enough for the Germans to take Warsaw, and my plucky Montenegrins held out in their redoubt at Cetinje. This one will definitely hit the table again for the entire campaign game.

My thanks to Doug, Joe, and his son for a really solid weekend of gaming. And I’d be remiss if I didn’t extend my appreciation to the entire staff of WashingCon for their efforts. This fine city of ours had long needed a gaming convention, and when WashingCon came on the scene, they provided more than a place for us to play games for a day or two. They created a community.

Now if only they could open the main gaming room earlier in the day on Sunday for those of us who overnight at the convention site, it would be perfect…

Doctor Who Project: The Sea Devils

Doctor Who Project: The Sea Devils

Ships vanishing. Makes you think, doesn’t it?

As nice as it is to see Roger Delgado return as the Master, this renegade Time Lord’s appearance in Malcolm Hulke’s “The Sea Devils” (Story Production Code LLL) adds about as much to the story as the Daleks did for “Day of the Daleks” earlier this season—which is to say, narrative padding at best. But where the Daleks were shoehorned into an otherwise tight four episode story, here the Master occupies prime plot real estate for much of six episodes, leaving the titular aquatic Silurians with little room to hiss their sibilant demands.

The Master and Friends

Hulke’s original foray with his Silurians, in the somewhat unoriginally titled “Doctor Who and the Silurians,” provided ample dimension to the prehistoric rulers of Earth, with clearly defined personalities (and conflicts) within their ranks that drove much of the story. Here, their waterborne cousins have no names and even less nuance, seeming dimwitted and easily manipulated by the Master, as well as in need of a tailor to spruce up those blue net coveralls.

Perhaps it’s better, then, to see this as a Master story that draws upon an established series creature, like “Terror of the Autons,” rather than a story about the Sea Devils, awakened from their eons-long slumber by Royal Navy sonar tests. The incessant need to pair the Master with another monster/alien/villain, though, points out that this rightly beloved character lacks any actual depth beyond a desire to further his pet project, namely the destruction of the Doctor’s favorite planet, Earth. Only once, in “The Mind of Evil,” has the Master actually tried to carry out a plot of world domination and/or destruction without piggybacking on another attempt at the same, and even then he used an alien mental parasite to conduct most of his dirty work. The Master needs monsters like the Doctor needs companions.

Behold the Sea Devil in the Surf

What’s more disappointing, though, is that the initial Silurian story helped define the Third Doctor’s fundamental character arc: the Brigadier’s destruction of the Silurian cave complex devastated the Doctor more than any other event we had, to that point, see him live through, a trauma made all the more compelling by the development of the Silurians as a multifaceted culture. The Third Doctor trusts humans only warily as a result, seeing them as well-armed children, casting him as more alien than the prior two Doctors.

The Silurians/Sea Devils represent an important civilization in the world of Doctor Who. Coming on the heels of Brian Hayles’ volte-face with the Ice Warriors as diplomats in “The Curse of Peladon,” the Sea Devils’ downgrade to one-dimensional bit players becomes even harder to take. But, on the plus side, we do learn that Jo knows how to pilot a hovercraft…

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