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Is Ghostwalk any good?
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<blockquote data-quote="seankreynolds" data-source="post: 951126" data-attributes="member: 3029"><p>I chose that deliberately, and not just as a joke. I LOVE saag paneer, it's delicious, but it does horrible things to my digestion, so it's dangerous. So the medusa Saag Paneer is easy to love, but she's very dangerous, too.</p><p></p><p>As for why ghosts in Ghostwalk aren't undead, well, it would really suck if you were playing a ghost PC and your cleric buddy turned or destroyed you, or if you were the cleric and you accidentally turned or killed your buddy the ghost....</p><p></p><p>As for why WotC would publish such a book, a huge consumer study they did a few years ago found that most groups restart their campaign every 6 months or so. Ghostwalk is a Campaign Option book, easily picked up and played for a few months when you tire of your current campaign (but we also included enough to run long-term if you wanted to, or to insert it into an ongoing campaign).</p><p></p><p>AS to which came first, ghost-as-PCs or city-of-ghosts, it's the former. The one-sentence-summary we gave to the heads of R&D was "what if dying didn't mean you had to stop playing your character?"</p><p></p><p>If you don't like the established cosmology in the book, ignore it. Monte and I decided against including it, but because of a weird shenanigan lateu in the process we needed to fill an unexpected extra 32 pages (16 were used for some of the adventure sites). If it were up to me we wouldn't have included it after all, but my boss decided that rather than me getting overstressed and two weeks late on getting the extra-extra material finished, we'd go with the after-the-Veil stuff.</p><p></p><p>As for layoffs, Monte left WotC on his own, he wasn't laid off. As for me, I was already planning on moving to California and so it worked out for everyone (they needed to lay off another person, I needed an excuse to not have a job <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p></blockquote><p></p>
[QUOTE="seankreynolds, post: 951126, member: 3029"] I chose that deliberately, and not just as a joke. I LOVE saag paneer, it's delicious, but it does horrible things to my digestion, so it's dangerous. So the medusa Saag Paneer is easy to love, but she's very dangerous, too. As for why ghosts in Ghostwalk aren't undead, well, it would really suck if you were playing a ghost PC and your cleric buddy turned or destroyed you, or if you were the cleric and you accidentally turned or killed your buddy the ghost.... As for why WotC would publish such a book, a huge consumer study they did a few years ago found that most groups restart their campaign every 6 months or so. Ghostwalk is a Campaign Option book, easily picked up and played for a few months when you tire of your current campaign (but we also included enough to run long-term if you wanted to, or to insert it into an ongoing campaign). AS to which came first, ghost-as-PCs or city-of-ghosts, it's the former. The one-sentence-summary we gave to the heads of R&D was "what if dying didn't mean you had to stop playing your character?" If you don't like the established cosmology in the book, ignore it. Monte and I decided against including it, but because of a weird shenanigan lateu in the process we needed to fill an unexpected extra 32 pages (16 were used for some of the adventure sites). If it were up to me we wouldn't have included it after all, but my boss decided that rather than me getting overstressed and two weeks late on getting the extra-extra material finished, we'd go with the after-the-Veil stuff. As for layoffs, Monte left WotC on his own, he wasn't laid off. As for me, I was already planning on moving to California and so it worked out for everyone (they needed to lay off another person, I needed an excuse to not have a job ;) ). [/QUOTE]
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