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Is Ghostwalk any good?
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<blockquote data-quote="Goobermunch" data-source="post: 950796" data-attributes="member: 10516"><p>Golly gosh, and gee whiz, it's a good thing WotC didn't try to produce this with the current crop of designers. Instead, it took advantage of its existing IP to put out a book that had been scrapped. This is pure windfall for them. All it has to do is make one dollar more than it made in production costs and they've turned a loss into a profit.</p><p></p><p>On to some of Iron_Chef's other comments. I won't bother to repeat them, I suspect good readers will see where my comments are directed.</p><p></p><p>Ghostwalk is nothing like Wraith. Ghostwalk is playable. It's fun. Wraith . . . well, I've tried to play twice. I'd say it falls into neither category. This, of course, means that using relative sales numbers for V:TM vs. W:TO to predict Ghostwalk's sucess isn't really a good metric.</p><p></p><p>Finally, I can fairly say, that in all the campaigns I've played in my years of playing D&D, only one had any ghosts or vampires. In point of fact it had one of each.</p><p></p><p>Possible spoilers below for people trying to integrate Ghostwalk into an existing cosmology.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>For those of you who want to use Ghostwalk but also want to maintain a set cosmology, I've come up with a bit of a hack. All it takes is a slight transition in how the True Afterlife is viewed. I'm treating it as a waystation on the way to the planes. A soul stays there for a time and then decides to move on to become a pettitioner. Becoming a pettitioner involves losing your memories and sense of self, so some souls stick around for longer than others.</p><p></p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>End Spoilers</p><p></p><p>I've got to say, Ghostwalk is one of the most intriguing settings I've seen. It's well thought out, balanced, and really cool to boot. It offers nearly every kind of campaign option out there, from hack and slash to political intrigue.</p><p></p><p>--G</p></blockquote><p></p>
[QUOTE="Goobermunch, post: 950796, member: 10516"] Golly gosh, and gee whiz, it's a good thing WotC didn't try to produce this with the current crop of designers. Instead, it took advantage of its existing IP to put out a book that had been scrapped. This is pure windfall for them. All it has to do is make one dollar more than it made in production costs and they've turned a loss into a profit. On to some of Iron_Chef's other comments. I won't bother to repeat them, I suspect good readers will see where my comments are directed. Ghostwalk is nothing like Wraith. Ghostwalk is playable. It's fun. Wraith . . . well, I've tried to play twice. I'd say it falls into neither category. This, of course, means that using relative sales numbers for V:TM vs. W:TO to predict Ghostwalk's sucess isn't really a good metric. Finally, I can fairly say, that in all the campaigns I've played in my years of playing D&D, only one had any ghosts or vampires. In point of fact it had one of each. Possible spoilers below for people trying to integrate Ghostwalk into an existing cosmology. . . . . . . . . . . . . . . . . . . . For those of you who want to use Ghostwalk but also want to maintain a set cosmology, I've come up with a bit of a hack. All it takes is a slight transition in how the True Afterlife is viewed. I'm treating it as a waystation on the way to the planes. A soul stays there for a time and then decides to move on to become a pettitioner. Becoming a pettitioner involves losing your memories and sense of self, so some souls stick around for longer than others. . . . . . . . . . End Spoilers I've got to say, Ghostwalk is one of the most intriguing settings I've seen. It's well thought out, balanced, and really cool to boot. It offers nearly every kind of campaign option out there, from hack and slash to political intrigue. --G [/QUOTE]
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