This book focusses on the personality, companions and adventures of the seventh incarnation of the Doctor, played by Sylvester McCoy. Some dismiss this Doctor as a mildly insane lightweight, others speak of hidden depths, of a sharp intellect and someone who tests and challenges everyone, enemy and ally alike. Read on and decide for yourself.
Chapter 1: The Seventh Doctor and Companions looks at the people and personalities involved. The Seventh Doctor himself is a mystery, mad professor (if you're being kind) on the surface, bumbling along and talking to himself, but this unprepossessing exterior hides an incisive mind with a deep understanding of space, time, and whatever situation he's got into at the time. He also has a novel approach to companions: they are fellow-travellers, expected to pull their weight, rather than assistants or strays he's picked up along the way. He sees, better than they do, what they can grow in to and 'encourages' them along the way. The companions discussed are Melanie Bush, Sabalom Glitz, and Ace (complete with homemade Nitro-9 explosives, of course). This chapter also contains full character sheets for this Doctor and the three companions. Finally, there are notes on the latest TARDIS.
Next, Chapter 2: Tools of the Trade rather oddly starts by analysing the sort of companions the Seventh Doctor prefers, with an eye to empowering you to come up with your own (if you don't want to use Mel, Glitz or Ace, that is). There are also ideas for alternative campaigns using this era as a basis - even ghost hunting and a crime spree are considered! We also get some new traits (good and bad), and of course new gadgets. Nitro 9 is mentioned, but mostly with a strong warning about leaving it well alone! There are no concrete game mechanics for it, it is just too powerful for its (your?) own good. There are some quite detailed notes on designing your own artefacts too, excellent if you fancy dreaming up some remarkable device to urge your plot along.
Then Chapter 3: Enemies takes a look at the opposition. Cybermen and Daleks, of course, there's also Fenric, the Master, and the Rani. Plenty of background detail, food for many a plot, and appropriate character sheets.
This is followed by Chapter 4: Designing Seventh Doctor Adventures. A wealth of advice here ranging from themes to the role of UNIT, adventure structure, getting scary, and general game mastering snippets.
And then we are on to Chapter 5: The Seventh Doctor Adventures. Here we find the standard pattern of adventure synopsis, notes on running the adventure, details of significant characters, monsters and gadgets involved, and finally suggestions for further adventures. Some may like to see how their group of players will cope with the actual adventures, others may prefer to use them as a jumping off point, perhaps using the suggestions for further adventures or drawing on something else that takes their fancy. Others will just revel in remembering past episodes (or discovering them for the first time depending on age and viewing habits back then!), but there's plenty here to enjoy whatever your intentions.
Again a comprehensive, definitive word on the Seventh Doctor. Sit back and be swept away once more...