How are you using Ghostwalk?

It seems Ghostwalk is best used as is, as a complete campaign setting on its own. However, the basic premise of it doesn't particularly appeal to me, so I doubt I'll ever run it (although another guy in our group might -- I actually read his copy.)

Other than that, the ghost feats might be useful for incorporeal undead in a regular setting.
 

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I'm killing my entire party at the end of this season -- and I'm a Spineless Puppy DM of the first order so it should shock them -- and then turning them all into ghosts for next season. Hee hee hee.

Won't exactly use Manifest. My campaign has a different gateway to the land of the dead, but it's the same idea.
 

I was going to start up a brand new campaign based in the city of Manifest. Then Arcana Unearthed came out. Now I'm not sure what to do.

I may combine the two.

Or I might force my gaming group to play Classic Traveller.
 



Hijacking this thread

Joshua Dyal said:

:D I've always been the lone fan of MegaTraveller myself. Still, sounds like fun...

The second game I ever played was Traveller. This was back in the day (I was in junior high school, circa 1980-81), and a friend's father was the GM. It was a righteous blast!

(You may return to your regularly scheduled thread now.)
 

Sanackranib said:
Sorry to say I don't have it yet. (car payment etc. comes first) where is the city of manifest set in the Scarred Lands? or is it up to the DM to place it?

It's an official Wizards of the Coast product so it's not actually in the Scarred Lands. The game I was running however, was. Ghost Walk is interesting in that it's part setting mobile, in that Manifest can pretty much go anywhere, and part campaign setting in that there is a whole landscape with details and different cultures to play with.
 

JoeGKushner said:
Well, I've been looking over Ghostwalk for a while now (expect to see review soon at RPG.net) and was wondering how people are using it.

I planned on using the city of Manifest in my SL campaign but that was before that last campaign crashed and burned. Now I don't know what I want to do with it.

It has it's own lands, so you can run the thing as a campaign out of the book.

It has spells, magic items, feats and other goodies that would need minor conversion to 3.5, but otherwise can be run as is, but then you're missing the city and the locations.

I was thinking of using the demi-plane Coil as a major plot advancement in my next campaign but details on it are sketchy.

Others?
My players aren't sold on ghosts as PCs, but I think it's an interesting idea. I intend to add the magic items and monsters to the list of potential things to throw into my campaign, and I'm toying with the idea of introducing ghost NPCs.
 

I'm debating on what to do with Ghostwalk right now. I intend to buy Midnight, so I might combine it with that. But I seriously want to place Manifest in a homebrew world. I'm making it an island of some sort.

An idea came to my head sometime ago about making Manifest a freakish amusement park or resort in a modern homebrew world. The ghosts are somewhat persecuted and made out to be weird and scary. I don't know. I'm still thinking.

Cheers!
 

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