Ghostwalk

Derro

First Post
I found a copy of this the other day and was wondering about the opinions from the community. I didn't pick it up cuz I was already laden with frivolous expenditures for the day but I might go back for it if gets a decent review here or elsewhere.

So... anybody got some opinions? Particularly high or low points. Useful as a campaign or even a sourcebook? Help me out people, I am a sponge for your knowledge.
 

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Treebore said:
Have you checked out the ENWorld Reviews section for it?

Yer... One review. None to helpful. There was one at rpg.net that was kinda helpful (man, that board can be an angry bunch sometimes) but I was hoping for some actual play experience or an attempt at play experience. I'm running Ravenloft right now and I thought this supplement might be useful in some manner. I'm still not convinced it isn't... or is. Anyway, thanks.

Keep 'em comin'.
 

I don't think Ghostwalk really jibes well with Ravenloft. Basically, PC's are able to enter one of a few ghost-themed prestige classes upon character death, and continue adventuring as ghosts. If that's something you're interested in doing, it's a better alternative than just slapping the template on a character; otherwise, it's not really that good a supplement imho.
 

I purchased the Ghostwalk campaign setting, and gave it a good read-through. The *concept* is pretty sound, IMO.

Upon a PC's death, the "soul" is whisked away to the city of Manifest, a sort of waystation between death and the end-all Afterlife. Here, the PC can wander about, meet people, go on quests and adventures, or simply (?) return to her body when she is raised or resurrected. Optionally, some souls may return to the Prime and remain in Ghost form (with all the foibles of being incorporeal), but can also earn levels in a Ghost "prestige class" which can earn them more powers to exert more influence on the Prime. There is one PrC for spellcasters and one for non-spellcasters. Also of note is that the living can visit Manifest with the proper planeshifting magic.

The fluff and setting are well-done, though nothing specifically ground-breaking comes to mind. I am in disagreement with the treatment of "Ghosts", however. I would prefer to have a scaling Ghost template (in the vein of Bloodlines from the UA) rather than blowing xp on not-necessarily useful Ghost levels. I mean, if you can only "go ghost" upon your death, a good portion of time is likely going to be spent with 4-5 "dead" levels (har har) while the PC's functional levels and abilities suffer. This is largely campaign-dependent, however. I would strongly suggest using rules like this for solo (especially) or heavily story-based campaigns. I envision Manifest being very similar to the Greek Underworld (especially the Greek Underworld as seen on Hercules/Xena where just about anyone can wander down to say 'hello').

I haven't used this source material in any campaign as of yet, mostly because I run solo campaigns and I feel that this material would detract from any main story arc not related to Manifest or "going ghost". It would be a fad, and I suspect it would be a short-lived fad at that.
 
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Personally, I love it.

I haven't used the setting material much, but I really enjoyed the time I used the ghost rules. You do need something to keep the incorporeality in check because that's the biggest unbalancer. Within Manifest the city, I believe, all ghosts are automatically corporeal, hence the city's name, but outside of the city, if I recall (it was a few years ago), they are free to switch which can be a bit much. I dialed back my ghost PC to only be able to go incorporeal for short periods. But it was also a lower level campaign. If it's a higher one, then it's more balanced.

One of the biggest reasons I like it is the concept of adventuring after you die. Just die, find diamonds, raise cycle gets old after a bit. Plus I like quirky characters.

The basics of how it works is that after you die, you spirit (as an outsider) manifests and you can continue as that. You can progress in one of two new classes that grant ghost feats. One class just dials back the BAB and ghost feats to allow spellcaster progression. The ghost feats are divided into different paths. So you can focus on possessing things, scaring things, telekinesis, etc. The feats work as a progression of weaker powers up to much stronger ones.

So, other than making sure incorporeality was in check, I didn't have any problems with it and really enjoyed it.
 

I received it as a birthday gift a few years ago, and while it's only been used sparingly, I love the concept and the setting. Some of the ghostly feats are really creative and interesting in play.
 

Manifest was an important part of my group's last campaign though the campaign wasn't centered around Manifest itself. Everyone in our group loved it and looked forward to times we would return to the city.

While I don't own the book (so take this comment as you will) Ghostwalk doesn't strike me as a Campaign Setting but more of... I don't know... an Add-On.

Our first visit to the city had half of the party "killed" in the first battle outside of the city. That let half of the group use the ghost rules. That one was planned by the DM. A later time we visited the city we had a near-TPK which let us use the rules again. Both times was fun for us players.

But I think I'm glad my character wasn't a ghost for an extended period of time. After a few sessions I think the new powers/abilities/feats/etc would become "the norm" and it would wear-off. Having said that I think a couple sessions now and then again a few months from now and then again a few months after that is a great addition. Let it spice up the campaign with replacing it.

From a player's standpoint I found it to be a great new spice to add to the campaign thought I think I'm glad it wasn't a full meal.
 

I think the fluff is better than the crunch, and the fluff itself is uneven (the "true afterlife" is profoundly uninspired), but the setting has some really evocative elements -- a city on the boundary between the realms of life and death, dwarves guarding a physical portal to the underworld, the Spirit Wood that's the elven version of the afterlife...
 

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