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Is Ghostwalk any good?
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<blockquote data-quote="seankreynolds" data-source="post: 952424" data-attributes="member: 3029"><p>{Heck, I got Ghostwalk the other day after flipping through it in a Waldenbooks. Just for sheer oddity value...I mean, a book SKR touched where the pure game mechanics only went up to page 65 or so...}</p><p></p><p>::chuckle::</p><p></p><p>{I've only flipped through it so far, but I have to say that I found the whole section where they explained the difference between ghosts and "ghosts" an absolute riot. Just because I think it would have been funny to sit in on the brain storming sessions where they grappled with the problem of "Oh my Gawd how do we allow players to play something that we've defined as inherently evil?" Which, of course, never would have been a problem if they hadn't taken their unenlightened and frankly sickeningly vitalistic approach to undead in the first place...}</p><p></p><p>Monte and I did have a discussion about that. We wanted to use "ghost" because it's a very evocative term, even though D&D had already defined "ghost" in a very specific way (just like it defined wraiths, spectres, and vampires). So we went with the reclassification of the term.</p><p></p><p>{And, as a long time Wraith fan, I did have to note some of the things that were too similar to be coinidental. Note the Calling or or the deathmarks or the like...just about every ghost-RPG has a "lure of oblivion" type thing going for it. I'm talking more about how the paths of power "mark" user. In fact, I'm half-tempted to pull out my books and see how the Feat Chains compare to the Arcanoi...}</p><p></p><p>I have to admit, I did read Wraith. Once. Years ago. And stopped before I got to the mechanics. I didn't even realize the world "eidolon" was used in that game until editor Brian Campbell told me about it. Wraith had almost no influence on the design of the game, at least for my stuff, and I handled most of the rules, so....</p></blockquote><p></p>
[QUOTE="seankreynolds, post: 952424, member: 3029"] {Heck, I got Ghostwalk the other day after flipping through it in a Waldenbooks. Just for sheer oddity value...I mean, a book SKR touched where the pure game mechanics only went up to page 65 or so...} ::chuckle:: {I've only flipped through it so far, but I have to say that I found the whole section where they explained the difference between ghosts and "ghosts" an absolute riot. Just because I think it would have been funny to sit in on the brain storming sessions where they grappled with the problem of "Oh my Gawd how do we allow players to play something that we've defined as inherently evil?" Which, of course, never would have been a problem if they hadn't taken their unenlightened and frankly sickeningly vitalistic approach to undead in the first place...} Monte and I did have a discussion about that. We wanted to use "ghost" because it's a very evocative term, even though D&D had already defined "ghost" in a very specific way (just like it defined wraiths, spectres, and vampires). So we went with the reclassification of the term. {And, as a long time Wraith fan, I did have to note some of the things that were too similar to be coinidental. Note the Calling or or the deathmarks or the like...just about every ghost-RPG has a "lure of oblivion" type thing going for it. I'm talking more about how the paths of power "mark" user. In fact, I'm half-tempted to pull out my books and see how the Feat Chains compare to the Arcanoi...} I have to admit, I did read Wraith. Once. Years ago. And stopped before I got to the mechanics. I didn't even realize the world "eidolon" was used in that game until editor Brian Campbell told me about it. Wraith had almost no influence on the design of the game, at least for my stuff, and I handled most of the rules, so.... [/QUOTE]
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