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sell me on ghostwalk
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<blockquote data-quote="darkbard" data-source="post: 987941" data-attributes="member: 1282"><p>so, this product falls into the category of things i'm on the fence about. i'm much more interested in a dark and gritty game these days: one dominated by humans with all their flaws; where it rains much of the time [potentially with occasional magical [or magic-impairing] effects]; dominated by urban grit; where crows are harbingers of death [appearing at combat scenes, occasionally as foreshadowing before a conflict, etc.]; where disease and crime and rats and other vermin run rampant; where firearms go side-by-side with sword and spell; where resurrection magic is rare. basically, i've been fixating upon a dark[er] version of the iron kingdoms, with lots of influence from the atmosphere of the crow movies and things of that ilk. from what monte cook has released so far about his arcana unearthed, i'll probably include many elements from that as well [classes, magic system, not races though].</p><p></p><p>so, with the whole focus on becoming a ghost right after death [i.e. death is not really a penalty any more, etc.] i had immediately dismissed ghostwalk ... except that it is written by two great designers whose work i love. and that it includes details on a city setting which is something i'm always interested in. and that including some element of the dead among the living is not totally at odds with the crow-influences i'm keen on.</p><p></p><p>my questions: from what i've described, will ghostwalk disappoint me or provide additional stuff that fits the mood of my game? how detailed is manifest and does its atmosphere and specifics fit what i'm describing? any other details in this vein are certainly welcome. thanks.</p></blockquote><p></p>
[QUOTE="darkbard, post: 987941, member: 1282"] so, this product falls into the category of things i'm on the fence about. i'm much more interested in a dark and gritty game these days: one dominated by humans with all their flaws; where it rains much of the time [potentially with occasional magical [or magic-impairing] effects]; dominated by urban grit; where crows are harbingers of death [appearing at combat scenes, occasionally as foreshadowing before a conflict, etc.]; where disease and crime and rats and other vermin run rampant; where firearms go side-by-side with sword and spell; where resurrection magic is rare. basically, i've been fixating upon a dark[er] version of the iron kingdoms, with lots of influence from the atmosphere of the crow movies and things of that ilk. from what monte cook has released so far about his arcana unearthed, i'll probably include many elements from that as well [classes, magic system, not races though]. so, with the whole focus on becoming a ghost right after death [i.e. death is not really a penalty any more, etc.] i had immediately dismissed ghostwalk ... except that it is written by two great designers whose work i love. and that it includes details on a city setting which is something i'm always interested in. and that including some element of the dead among the living is not totally at odds with the crow-influences i'm keen on. my questions: from what i've described, will ghostwalk disappoint me or provide additional stuff that fits the mood of my game? how detailed is manifest and does its atmosphere and specifics fit what i'm describing? any other details in this vein are certainly welcome. thanks. [/QUOTE]
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