
Doctor Who TTRPG · Doctor Who: Adventures in Time and Space
Doctor Who: The Roleplaying Game
Travel anywhere and anywhen. This licensed game celebrates hope, humour, and curiosity as you explore strange worlds, meet unforgettable aliens, and solve problems with heart. A session feels like an episode: a mystery to unravel, sharp twists, and a meaningful choice at the end. It caters to lifelong fans and complete newcomers. Play as your own time travellers, companions, or a UNIT-style team. Light-hearted, family-friendly, and perfect for birthdays, team events, or regular game nights, whether online or in person.
A professional Game Master sets the scene, paces the adventure, and ensures time travel is fun rather than confusing. Expect vivid NPCs, clever clues, and space for your character’s voice. If you desire a particular mood, from whimsical to tense, browse our Game Masters and choose one that suits.
How to play Doctor Who: The Roleplaying Game
You roll two six-sided dice, add a suitable Attribute and Skill, then try to meet a difficulty set by the Game Master. On your turn, state what you want to do, then roll only when the outcome is uncertain. In tense scenes, the order is talking first, then moving, then performing tasks, and only then fighting. Story Points allow you to influence luck, create small advantages, or avoid the worst consequences, keeping the tone clever and fast.
You bring a character idea, curiosity, and a willingness to improvise. A professional Game Master provides prepared mysteries, vibrant locations, and friendly safety tools. One-shots use pre-generated characters if you prefer, focus on a tight crisis, and conclude in one session. Campaigns develop arcs across time and space, deepen relationships, and reward your choices. You can choose GM playstyles that lean towards talkative intrigue or action-packed chases to suit your group.


Common questions
Do I need to know about Doctor Who to enjoy this?
No. A love of clever stories is all you need. The Game Master provides a brief overview of key concepts such as sonic gadgets, regeneration, and what UNIT is, then immerses you in a straightforward problem to solve. Fans will recognise references to the show, but nothing depends on extensive lore. You can use pre-generated characters or quickly create simple originals. The tone values curiosity, quick thinking, and kindness, making it easy for newcomers to join in.
How is this different from D&D?
Expect significantly fewer tactical battles. Most conflicts are resolved through conversation, investigation, chases, or outsmarting a threat. Initiative prioritises talking and running, making violence a last resort. There is minimal rules complexity for positioning or loot. Story Points allow players to influence luck or introduce small helpful details. Adventures are structured like TV episodes, featuring mysteries and meaningful choices. If you wish to compare systems before booking, check out the game systems overview.
Can we play as the Doctor or create our own team?
Yes. Your group can take on the role of an existing Doctor and companions, create a brand-new Time Lord with friends, run a UNIT-style squad, or play ordinary people caught up in unusual events. A professional Game Master ensures everyone has a chance to contribute, even if one character is larger than life. If you opt for an established Doctor, the group agrees on tone and boundaries from the outset, keeping it collaborative and enjoyable for everyone.
How does time travel work without causing confusion?
Scenes are framed around clear goals and time limits, ensuring that cause and effect remain clear. You can revisit earlier moments when it enhances the story, and the GM monitors consequences and highlights potential paradoxes. Major fixed points are respected, while minor adjustments can create intriguing ripples. Story Points enable convenient flashback-style details, such as having the right tool. Choose a GM whose puzzle style suits you on the GM playstyles page.
Which edition do you run, 1st or 2nd?
Most Game Masters run the 2nd Edition from 2021, which streamlines rules, refreshes Traits, and updates material to recent seasons. If you prefer the 1st Edition, also known as Adventures in Time and Space, that can be arranged on request. The core feel, brains-first problem solving, is the same either way, so you can join with no prior preparation. If your group owns specific books or characters, mention that when booking and the GM will match your edition.
Is it suitable for families and light on combat?
Yes. The default tone is hopeful and clever rather than violent. The rules prioritise conversation, investigation, and quick thinking as the primary tools to use, and most adversaries can be escaped, convinced, or outsmarted. Threats can feel eerie without graphic detail. The Game Master checks your comfort levels and adjusts the content from whimsical to tense. It suits mixed ages well and is ideal for work teams that favour cooperation over conflict.
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