5 out of 5 rating for Doctor Who 50th Anniversary Limited Edition Rulebook
Doctor Who: Adventures in Space and Time is a great game system for Doctor Who fans and non-fans alike. The Doctor Who RGP has been described by some as being more rules-lite than other games. I don't necessarily agree with that assessment. It does require you to focus on roleplaying rather than the "hack and slash" style of playing many games devolve into during the first dungeon. The Vortex system is based on a very simple rule: players roll 2d6 and add their attribute and skill they are using to accomplish the task. The player then compares the result with the difficulty the GM has established. The joy of this game comes from roleplaying out the various situations encountered as one plays. Even when succeeding or failing at a task could bring advantage of disadvantage. Like the actual Doctor Who, seldom are things as clear cut as winning or losing.
While people unfamiliar with Doctor Who may have a slight disadvantage when it comes to the established feel of the universe, there's no reason why they can't enjoy gaming with this system. It's unique initiative system gives the game an authentic Doctor Who feel that could also be appreciated by non-Whovians. The game emphasizes on finding solutions solutions to problems without fighting. Resorting to the the usual "break stuff and gain treasure" method of playing RPGs won't work for this game. Combat is lethal and unforgiving. Like any Doctor Who episode, book, or audio play, it rewards the players for finding novel solutions to the tasks presented to them in-game.
The initiative system is brilliant. Talkers go first, Runners second, Doers third, and then finally Fighters. Players get one action during a round, but they can do more wit a -2 penalty to each roll after the first. While non-Whovins may be leery of trying this game out, one does not have to play as the Doctor or his (maybe someday "her") companions. Players can create their own time lord or version of the Doctor. Players can also decide to create their own adventures without the Doctor. The book provides a multitude of pre-gens for players to use if they want to jump right into action with one of the established Doctors or companions, though most come from the new era of Doctor Who.
Overall, the layout is beautiful with many photographs from the various eras of Doctor Who, though the 9th-11th Doctors eras get the most visual love.
This book is a great place to start for a truly unique game.