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Ghostwalk
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<blockquote data-quote="Herobizkit" data-source="post: 4104880" data-attributes="member: 36150"><p>I purchased the Ghostwalk campaign setting, and gave it a good read-through. The *concept* is pretty sound, IMO.</p><p></p><p>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 <em>raised</em> or <em>resurrected</em>. 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.</p><p></p><p>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').</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 4104880, member: 36150"] 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 [I]raised[/I] or [I]resurrected[/I]. 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. [/QUOTE]
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