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HELP NEEDED: Fan created 4e conversion project for ghostwalk
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<blockquote data-quote="Eldritch_Lord" data-source="post: 4397129" data-attributes="member: 52073"><p>Well, let's see...</p><p></p><p>1) We did three campaigns in Ghostwalk: one "shakedown" campaign, a medium-length (28-30 sessions) dungeon crawl-ish campaign to try out the rules; one medium-length "backwards" campaign where we started as ghosts and quested to become living beings again, which was interesting to say the least; and one that was cut short after 2 sessions that we just got to create characters for and not much else.</p><p></p><p>2) Having the option of becoming ghosts was really freeing, to all of the players in our group.</p><p></p><p>Our hard-core RPer is usually paranoid of dying at low levels, since without access to resurrection that would mean all his RPing goes to waste and he'd have to roll up a new character; he's tried to play gung-ho melee types who aren't afraid of death, but it never quite worked because he plays them too cautiously for their archetype. When he found out that in Ghostwalk you don't have to drop a character, just play their ghost, he was able to RP those kinds of characters to the hilt, including a Viking-styled barbarian who died and thought endless adventuring with illusions of his old party were his eternal reward.</p><p></p><p>Our hard-core optimizer was fascinated with the ghost-mortal interaction rules and really liked messing with the poltergeist/haunting paths. He's usually a good RPer as well, but he was particularly good in that campaign because he was able to min-max enough with eidolon(cer) levels vs. real levels to create two entirely different characters and playstyles with the same basic character, just based on choice of ghost abilities.</p><p></p><p>3) The feel was different in a couple of ways. First, the DM that was running it had been using a diabolical mastermind lich, a vampire warlord, and an insane ghost cult leader for his last three villains, so having the seemingly-undead characters be the <em>good</em> guys for a change was really refreshing. Also, we got to explore philosophy quite a bit, discussing death vs. true death, the nature of undeath and necromancy, and other topics like that, both in- and out of character.</p></blockquote><p></p>
[QUOTE="Eldritch_Lord, post: 4397129, member: 52073"] Well, let's see... 1) We did three campaigns in Ghostwalk: one "shakedown" campaign, a medium-length (28-30 sessions) dungeon crawl-ish campaign to try out the rules; one medium-length "backwards" campaign where we started as ghosts and quested to become living beings again, which was interesting to say the least; and one that was cut short after 2 sessions that we just got to create characters for and not much else. 2) Having the option of becoming ghosts was really freeing, to all of the players in our group. Our hard-core RPer is usually paranoid of dying at low levels, since without access to resurrection that would mean all his RPing goes to waste and he'd have to roll up a new character; he's tried to play gung-ho melee types who aren't afraid of death, but it never quite worked because he plays them too cautiously for their archetype. When he found out that in Ghostwalk you don't have to drop a character, just play their ghost, he was able to RP those kinds of characters to the hilt, including a Viking-styled barbarian who died and thought endless adventuring with illusions of his old party were his eternal reward. Our hard-core optimizer was fascinated with the ghost-mortal interaction rules and really liked messing with the poltergeist/haunting paths. He's usually a good RPer as well, but he was particularly good in that campaign because he was able to min-max enough with eidolon(cer) levels vs. real levels to create two entirely different characters and playstyles with the same basic character, just based on choice of ghost abilities. 3) The feel was different in a couple of ways. First, the DM that was running it had been using a diabolical mastermind lich, a vampire warlord, and an insane ghost cult leader for his last three villains, so having the seemingly-undead characters be the [I]good[/I] guys for a change was really refreshing. Also, we got to explore philosophy quite a bit, discussing death vs. true death, the nature of undeath and necromancy, and other topics like that, both in- and out of character. [/QUOTE]
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HELP NEEDED: Fan created 4e conversion project for ghostwalk
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