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TARDIS Guide

Overview

Released

Thursday, October 24, 2019

Written by

Joy Wilkinson

Publisher

Target Books

Pages

23

Time Travel

Future

Tropes (Potential Spoilers!)

Authority Figure, Lottery, Murder Mystery, Transmat

Inventory (Potential Spoilers!)

Nitro-9, Sonic Screwdriver

Synopsis

The Thirteenth Doctor and her fam arrive in a pizza parlour with no doors or windows, where they discover a dead body.
They discover mysterious codes they can use to teleport to different buildings on the planet.
But why can the planet's inhabitants not go outside?
As the fam split up, they realise they could be in danger of never seeing each other again...

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5 reviews

Thworping through time and space, one adventure at a time! 

GATECRASHERS: TELEPORTATION, NITRO-9, AND A WHOLE LOT OF NOTHING”

Gatecrashers, the opening story of the Target Storybook collection, starts off with a glimmer of intrigue. The Thirteenth Doctor and her Fam stumble across the body of a dead alien girl and find themselves caught up in the mystery of her murder. It sounds promising: a world built entirely around teleportation technology, with no doors or windows, just endless transmat jumps between buildings and areas. Sadly, despite this rich concept, the story never truly takes off.

There’s barely any exploration of the setting or its people. The world’s reliance on transmat tech is noted but barely used to build any tension or flavour. The result is a story that feels hollow and undercooked – a neat idea left dangling without consequence.

WHERE DID EVERYONE GO?

Strangely, the only characters we meet beyond the Doctor, Ryan, Yaz, and Graham are the villain – and even he barely registers. There’s no bustling alien society or colourful characters to flesh out this teleportation world, no sense of culture, daily life, or how this radical way of living affects people. The Fam spends most of the story teleporting between empty places, talking amongst themselves. Without any new faces to bounce off, their interactions feel weirdly sterile.

Even more surprising is how far off the characterisations are. Joy Wilkinson, who gave us the lively and well-drawn The Witchfinders on TV, somehow fumbles the personalities here. Thirteen’s dialogue feels flat, Graham’s wit is dulled, Ryan and Yaz are generic, and their dynamics lack the sparkle and warmth that usually defined them on screen.

A FORGETTABLE FOE

As for the villain – blink and you’ll miss him. He barely makes an impression before he’s defeated, muttering some unconvincing technobabble about using imagination and brainpower to fuel the city. There’s actually a good idea buried in there: the horror of a society that feeds off mental energy could have been chilling. But the story doesn’t dig into it, doesn’t give the villain any presence or threat, and wraps it all up far too quickly.

The climactic sequence, with Ryan and Yaz briefly captured and Thirteen orchestrating a dramatic escape using leftover nitro-9, is a rare flash of excitement. It’s fun to see Thirteen channeling a bit of classic Ace-style anarchism. But even this explosion can’t rescue a story that feels like it’s still clearing its throat by the time it’s suddenly rushing towards the end.

ALL BUILD-UP, NO PAYOFF

Gatecrashers spends too much time setting pieces in place without making them matter. When it finally pulls the trigger, the ending comes at a sprint and feels unearned. Threads that could have been interesting are dropped, and the teleportation gimmick that could have been woven cleverly into the action is left as little more than background noise.

It’s disappointing because there’s real potential here – Wilkinson’s TV work showed she could write for these characters and handle strong ideas. But Gatecrashers feels rushed, lifeless, and ultimately forgettable.

📝VERDICT: 4.6/10

Gatecrashers has an intriguing sci-fi idea at its heart but squanders it with flat writing, mischaracterised leads, a nonentity villain, and a rushed ending. Despite a fun final nod to classic Doctor Who with Thirteen’s use of nitro-9, the story never builds meaningful momentum and leaves the reader feeling unsatisfied. An unfortunate stumble out of the gates for the Target Storybook collection.


MrColdStream

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This review contains spoilers!

The Thirteenth Doctor #14

'Gatecrashers' (2019) from The Target Storybook.


Feels like a story that fits in well thematically with Series 11 as well as with other short stories of Thirteen's already. Disconcerting that she really feels like she's killing people left and right though. So tonally jarring for her happy-go-lucky character.


hallieday

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Love it! JOY WILKINSON MY BELOVED DOES IT AGAIN! She is so brilliant writing for 13. A really fun Story, I really like the Worldbuilding and it’s just a really fun Story!


RandomJoke

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This review contains spoilers!

story was pretty cute, was gonna give it 7, then i realized it was maybe a bit too close to a simplified version of the long game, but still enjoyable and the prose had some fun lines so i thought maybe i'll score it 6, then the ending came around and i settled on 5. what is it with 13 and killing people, going "oof that sucks", and moving on?


glass_shard

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This review contains spoilers!

THE TARGET STORYBOOK: STORY 1

The Target Storybook kicks off in style with Gatecrashers, a Thirteenth Doctor tale by Joy Wilkinson, of The Witchfinders fame.

This short story is different in many ways to Wilkinson’s television episode, but it is just as good.

Gatecrashers is a very fun adventure with a very interesting concept.

The description in the story makes you feel immersed, and when I finished it, it felt like I had read a whole novel. There is a large amount of detail, which works in the story’s favour.

However, the part of the story that interested me the most, the mystery of Iz’s death, is resolved poorly and underwhelmingly.

Thankfully, that didn’t let Gatecrashers down.

A good story has been chosen to kick off the collection. Hopefully, the other stories will continue with this quality, perhaps even be better!


DontBlink

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DOCTOR: You want people with imaginations? You have to set them free. Let them see things, go places, meet each other and understand how it all works so they can make it better than you managed to. That might mean risking some chaos, danger. But it's worth the risk.

— Thirteenth Doctor, Gatecrashers