Posted by Rockjaw in Gamey, Personal, Roleplaying on June 1st, 2009
This is the latest in a series of posts talking about tabletop roleplaying games that I highly recommend you play. Last time out, I talked about the dark delights of Call of Cthulhu, the first roleplaying game which needed a statistic to measure your sanity. As I mentioned, regardless of how fun it might be, the subject matter can be a bit of a downer…
… which is why if you are in the market for a supernatural RPG that won’t have you glancing nervously into dark corners, then don’t wait another minute. Pick up the phone and call the professionals!
I’ll forgive you for thinking – like so many other high-minded roleplayers before you – that Ghostbusters is just some stupid movie tie-in game. Because on some levels, it’s exactly that. It’s got the hallmarks – very few rules; lots of pretty cards and handouts to play with; an almost cavalier attitude to the oh-so-serious activity of roleplaying.
When you take a closer look though, not only has Ghostbusters got a design that is being emulated by today’s ’story-driven’ roleplayers, but it’s also got a campaign background that could spawn a million adventures. Not bad for some movie tie-in.
Created by the multi-talented guys who also brought you Call of Cthulhu – who were probably glad for the break – Ghostbusters: A Frightfully Cheerful Roleplaying Game was released by West End Games in 1986. These days, a two-year gap between ‘product’ and ‘tie-in’ would seem suicidal, but we forget what a global phenomenon Ghostbusters was – not to mention how long it would have taken to materialise on ‘home video systems’. Those two years were well spent however, as Sandy Petersen, Lynn Willis and Greg Stafford had created a game that perfectly emulated the original movie, while also expanding its potential.
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