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And then Steven unleashes his larger arc on the players, revealing the clockwork man found its way to heaven. Neither the GM nor the players themselves can know what happened. The GM too, is surprised, when Peter asks that the fate of the clockwork man (whether he was pushed or jumped to his death) not be revealed, leaving it ambiguous. A Skype call from Matt, the previous Doctor, engineered by the GM, seals the deal and offers her a nice surprise. Jenna makes Clara recoil from the Doctor's new appearance and personality, so they can better come together in the last moments. Peter plays up the regeneration instability he knows is traditional, leaving Jenna/Clara and the guest players to their own devices. To welcome Peter to the long-running campaign, Steven invites Neve, Catrin and Dan (Madame Vastra, Jenny and Strax) to play in the first session, a crazy Victorian adventure with a giant dinosaur, a spontaneous combustion mystery, and clockwork men adapted from an earlier scenario. Not the first companion to try for "Doctorish", but her partner in crime Peter thinks enough of the attempt to encourage it in-game.ĭeep Breath. The GM has agreed to let her explore her environment at Coal Hill School (more interesting than her previous role as a sort of nanny), and put into practice the lessons she's learned FROM the Doctor.
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Jenna is more than happy to act as teacher, not just to the Doctor, but in her character's off-TARDIS hours. He means to be on a quest to uncover his own identity during the season, and looks to Jenna, the more veteran gamer, for guidance, something that translates into his Doctor perceiving Jenna's Clara as a teacher. His take is highly eccentric, awkward with human interactions, cantankerous, ever doubting his own capacity for good, and physically older and more remote. Peter plays the new Doctor, and he's going against what the past few players have done with the character. And taking the game in sometimes darker, more ambiguous directions. He soon finds out that no matter what he's prepared, the players have all sorts of surprises up their sleeves, taking control of situations and confounding the GM's expectations. That works fine for his players' schedule. After experimenting with what some would call over-prepation, necessitating a hiatus in the middle of his "seasons", he decides to run more stand-alone scenarios weekly without interruption.
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Steven gladly devises a continuing subplot for her, and keeps his usual patented mystery arc to a series of narrated epilogues which the players cannot interact with, just to whet their appetites for his finale.
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Jenna's big mystery arc is over and done with and now she'd like a little more control over her fate, thanks. Steven needs to break in a new player, but also makes his returning player some promises.