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Green's Guide to Ghosts
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<blockquote data-quote="Crothian" data-source="post: 2180022" data-attributes="member: 232"><p><strong>Green’s Guide to Ghosts</strong></p><p></p><p>It is nice to once again see a product that details the finer art of Ghost Busting. What really amazes me is how well the two products work together and have very little duplicated material. It is rare to see that in the d20 market. Usually books that cover the same subject cover the subject in mostly the same way. But with this and with RPG Object’s Blood and Ghosts people will get two products that work well together. </p><p></p><p> Green’s Guide to Ghosts is a PDF by the guys at Twelve to Midnight. This forty eight page book has a nice lay out and some good art. The book is well book marked and come in both a print version and an on screen version. The on screen has the art, color, and just looks really good. The print version is black and white and still well laid out. They did a nice job with the look of the book. </p><p></p><p> The book is one of the rare ones that has little for the player. It has good equipment but no classes or feats are in the book. I should probably repeat that since in this day and age of d20 a book with no classes and no feats or even skills or player options is unheard of. Heck, a lot of adventures seem to have the random feat and class in an appendix these days. The book has adventures for running this type of game. That is actually what I was hoping for from this book. 12 to Midnight has not made a lot of books, but their adventures have really been good. I was pleased to see that their style and skill for adventures was used here. </p><p></p><p> There is some really fun stuff in here. I like the template that turns a character into a ghost. The options that opens up for role playing and for seeing characters die and come back is great. There is a table for séances. There is a chance on it that the medium will be taken over by the dead grandmother of one of the players. There is a great ten tips for running more horror based games. It has some nice simple tips to really help the game happen and be a little more scary and less campy. </p><p></p><p> I do not like to give spoilers for adventures so I will just say there are some cool adventures here. They have three that are fully written up. None are that long but can easily be stretched out and a good DM can really use them to start some greater. Even better are the little adventure ideas in here. They have a little less then fifty adventure ideas in here. </p><p></p><p> As I said in the first paragraph I am really impressed on how well this goes with Blood and Ghosts. That one is more player oriented The equipment lists do cover some of the same material but for the most part they compliment each other nicely. I also want to mention that the book works well for Orpheus, a White Wolf game that is about ghost hunting. The rules for that game are not d20 but the ideas can be used together. Orpheus does have a much bigger plot oriented to the game with a lot of the assumptions on ghosts fully detailed in there.</p><p></p><p> Green’s Guide to Ghosts does a nice job of presenting the supernatural for a D20 game. They also have the book designed for Savage World and while I have not seen that version, it is really cool to see other game systems being supported for this book.</p></blockquote><p></p>
[QUOTE="Crothian, post: 2180022, member: 232"] [b]Green’s Guide to Ghosts[/b] It is nice to once again see a product that details the finer art of Ghost Busting. What really amazes me is how well the two products work together and have very little duplicated material. It is rare to see that in the d20 market. Usually books that cover the same subject cover the subject in mostly the same way. But with this and with RPG Object’s Blood and Ghosts people will get two products that work well together. Green’s Guide to Ghosts is a PDF by the guys at Twelve to Midnight. This forty eight page book has a nice lay out and some good art. The book is well book marked and come in both a print version and an on screen version. The on screen has the art, color, and just looks really good. The print version is black and white and still well laid out. They did a nice job with the look of the book. The book is one of the rare ones that has little for the player. It has good equipment but no classes or feats are in the book. I should probably repeat that since in this day and age of d20 a book with no classes and no feats or even skills or player options is unheard of. Heck, a lot of adventures seem to have the random feat and class in an appendix these days. The book has adventures for running this type of game. That is actually what I was hoping for from this book. 12 to Midnight has not made a lot of books, but their adventures have really been good. I was pleased to see that their style and skill for adventures was used here. There is some really fun stuff in here. I like the template that turns a character into a ghost. The options that opens up for role playing and for seeing characters die and come back is great. There is a table for séances. There is a chance on it that the medium will be taken over by the dead grandmother of one of the players. There is a great ten tips for running more horror based games. It has some nice simple tips to really help the game happen and be a little more scary and less campy. I do not like to give spoilers for adventures so I will just say there are some cool adventures here. They have three that are fully written up. None are that long but can easily be stretched out and a good DM can really use them to start some greater. Even better are the little adventure ideas in here. They have a little less then fifty adventure ideas in here. As I said in the first paragraph I am really impressed on how well this goes with Blood and Ghosts. That one is more player oriented The equipment lists do cover some of the same material but for the most part they compliment each other nicely. I also want to mention that the book works well for Orpheus, a White Wolf game that is about ghost hunting. The rules for that game are not d20 but the ideas can be used together. Orpheus does have a much bigger plot oriented to the game with a lot of the assumptions on ghosts fully detailed in there. Green’s Guide to Ghosts does a nice job of presenting the supernatural for a D20 game. They also have the book designed for Savage World and while I have not seen that version, it is really cool to see other game systems being supported for this book. [/QUOTE]
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