Who You Gonna Call? Looking At West End Games' Ghostbusters RPG

I've been a Ghostbusters fan for as long as I can remember, watching the film countless times. As much as I enjoyed it, the Real Ghostbusters cartoon expanded the universe in more interesting ways, supplanting the movie in my personal fandom. The Ghostbusters RPG took the series a step further by allowing fans to role-play as the Ghostbusters themselves, busting ghosts in a series of hilarious...

I've been a Ghostbusters fan for as long as I can remember, watching the film countless times. As much as I enjoyed it, the Real Ghostbusters cartoon expanded the universe in more interesting ways, supplanting the movie in my personal fandom. The Ghostbusters RPG took the series a step further by allowing fans to role-play as the Ghostbusters themselves, busting ghosts in a series of hilarious adventures through two editions of the game.

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Chaosium, a name you may recognize as the publisher of the popular Call of Cthulhu RPG, were responsible for designing this extension of the Ghostbusters franchise. West End Games worked on development of the game and the final product, releasing the first edition of the game, Ghostbusters: A Frightfully Cheerful Role-Playing Game in 1986.

This past Halloween, I had the opportunity to play the game for the first time, despite possessing a vague familiarity with it through the years. Like many other licensed titles, the game offers the ability for players to take the mantle of the Ghostbusters or create their own custom paranormal investigator/eliminator. I thoroughly enjoyed this angle to character creation simply because, as a kid, always wanted to be a ghostbuster.

The game comes with a GM's book, a player's guide, equipment cards, four reference sheets, five regular dice and a ghost die. My copy was missing the ghost die, so I used one of the dice from the Cryptozoic Ghostbusters game—the die is exactly the same, being inspired by the RPG.

The first reference sheet provides a quick reference on how to get the game started, while the other three sheets provide examples of gameplay, maps and ghost classification. The use of official forms, permits, employee IDs and a welcome letter on these sheets is not only hilarious, but helps cement the "you've been hired as a ghostbuster" angle. Never mind the business license having the word "temporary" stamped prominently across the top.

The game makes one feel like a new ghostbusting recruit. The training manual resembles a standard employee handbook one would expect to receive upon being hired anywhere. The design includes numerous illustrations of the GB in their natural habitat, along with a few screen caps from the film.

The explanation of the core abilities—cool, moves, brains and muscle make for a simple game anyone can pick up and play quickly. New ghostbusters are allotted twelve points to assign amongst the traits, with a limit of five being assigned to a single trait. This number is how many dice the player rolls when attempting to succeed at a task. Each trait has associated talents, akin to skills in other RPGs. If a player has a talent applicable to whatever it is he/she may be attempting to do, they gain an additional die to roll.

The mechanics are simple: some jobs are assigned a difficulty number, ranging from five to thirty (or higher), which the player must exceed with their roll. Traits and talents allow for stacking dice in certain types of activities. The addition of the Ghost Die throws a wrench in the works, making things interesting. Each time a player rolls dice, the Ghost Die is rolled along with it. If a number comes up, the number is added to the total roll. If a ghost pops up, however, something terrible is going to befall that character soon. The entire game is based on this system, including movement and combat. Each player gets an ID card to keep track of their stats and brownie points throughout the adventure. The concept of brownie points is hilarious and encourages role-playing among the group, especially with some of the ideas the manual presents.

Also included is a book for the game master—ahem, the Ghost Master—which includes several adventures, along with tips on how to run the game and a rather large cast of characters ("a cast of dozens") for use in the game. The Ghostbusters Operations Manual reads like one, but a bit more on the entertaining side. Structurally, it feels a bit disjointed, as it places GM tips, NPCs, and stat blocks between individual adventures. While I would've liked each topic having a dedicated section, this is a minor gripe in the grand scheme of the game.

The Operations Manual provides rules for car chases, starting a ghostbusting franchise, going to court and interdimensional incidents. It explains how to run a campaign fighting Gozer from the film, among other campaign ideas. There are yuppie vampires, a were-dog, a groovy cult, Hollywood hijinks and Scottish ghosts. The game's monster index, Ghostology, helps define what sort of spectral baddies players may face in any game session.

The Operations Manual is a superbly entertaining read. My group laughed so much reading both manuals, it's a miracle we ever got the game session out of the firehouse! We finally got our proton packs together and played through one of the adventures, The Couch Potato. The ghost of a guy who enjoyed watching television incessantly haunts 666666 Flatbush Ave. It was up to us to stop him. We did, but not before devolving into goofing around and making jokes from the films and cartoons. Playing this scenario was a blast.

Most of the writing is strong, maintaining the levity and irreverence of the film, while expanding the GB universe in a meaningful way. Timothy Meehan's artwork is excellent, mostly pencil-drawings, featuring a myriad of ghosts, equipment and the characters from the film. The maps, by Martin Wixted, are fully developed floor plans. The humor gives the game an edge. There's just enough, in all the right places, to make this a fun and engaging for everyone.

After playing for a few hours, I highly recommend the Ghostbusters RPG for two reasons: fun and nostalgia. The game offers the ability for players of a certain age to relive some aspects of their childhood while also being a fun way to spend an afternoon/evening. Who are you going to call?

Contributed by David J. Buck
 

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David J. Buck

David J. Buck

Sandy Peterson, Lynn Willis and Greg Stafford, of Chaosium, designed the Ghostbusters RPG for West End Games. The design was influential, but these people were not directly involved with the design of Shadowrun or Vampire: The Masquerade at all. Star Wars D6 had some common developers and editors (eg Greg Costikyan, Ken Rolsten, etc), but the Chaosium guys were not directly involved again.

I was always curious how it was a Chaosium designed yet WEG published game, an insights into that?
 

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I was always curious how it was a Chaosium designed yet WEG published game, an insights into that?
Chaosium, at the time, were pretty much the best game design team in the world. In the 80s, when the RPG industry was growing, many licensed games were simply very poorly done. Ghostbusters was WEG's first major licence, and so they clearly wanted it to be done right, and Chaosium were interested in acting as a sort of 'design house' (they had already been working with Avalon Hill on that basis). So I guess it just came together. Considering that they managed to use this design for things like Star Wars and DC Universe, it looks like it was a worthwhile investment.
 

Justine Ayers

First Post
I’m kinda surprised by the lack of mention of the Ghostbusters: Reserection Podcast though it has sort of faded off recently. They had been playing a ongoing campaign for quite some time and it added new content to the game. They also sell their own version of the ghost die and equipment cards (also free to print). https://nerdyshow.com/gbrpg/gear/
They also started the r/ghostbustersrpg subreddit which isn’t hugely active but there is so additional ideas and stuff on it.
 

aramis erak

Legend
Not only is it the first die pool game, but members of this team would go on to create the Star Wars d6 game, and later to go onto other companies to make Shadowrun and then Vampire the Masquerade (which of course lead to WtA, MtA, WtO, and CtD and much, much later the nWoD/CoD).

Only the first dice-pool driven RPG. It was a common enough practice in wargaming, and technically, D&D can claim the title.

See, original has 4 combat systems. The "alternate" in the core rulebook, and 3 in chainmail.

in Vol 1: d20 based "Alternate Combat System"
Chainmail 1: (1d6 to 3d6) per (man to 4 men) , by cross-index of unit type and target type, with a hit for each (4-6, 5-6, or 6, by type vs type)
Chainmail 2: 2d6 per man of given type (man, hero, super-hero)
Chainmail 3: Jousting rules

from Original D&D... v1, p 15...
Code:
Fighting-Men 	[Hit Dice] 	Fighting capabilitv
Veteran		1+1		Man + 1
Warrior		2		2 Men + 1
SWordsman	3		3 Men or Hero -1
Hero		4		Hero
Swashbuckler	5+1		Hero + 1 or 5 Men
Myrmidon	6		Hero + 1 or 6 Men
Champion	7+1		Superhero -1
Super Hero	8+2		Superhero
Lord		9+3		Superhero + 1
Lord, 10th Lvl.	10+1		Superhero +1
Note the second half of the capability.

That can also be used on the standard mass combat combat tables by equipment, level is directly equal to number of men... which is 1, 2, or 3 dice per "man", hits on a roll of (by type of target and type of unit) 6, 5-6, or 4-6 per die. Vs a PC, that would generate 1d6 HP lost per die rolling the right range.

Since Chainmail Fantasy Combat is listed in Vol 1 as the "standard" system (Original D&D V1 p. 18)... Most appear to have moved to the alternate once they got d20's... but for those with nought but d6's, the chainmail options are pure d6's. Some, like the first time I used Original D&D, used the standard medieval mechanics, which results in a dice pool, as it gave more utility to equipment. (Mind you, I had a lot of D&D experience before I got ahold of a copy of original, and then my copy was missing a key line: "Each hit does 1d6 damage.")

I've talked with a few graybeards (I'm not yet gray, but the salt is showing) who interpreted it the same way. And they used 2/3 man per level for clerics, and 1/2 man per level for wizards.


Even with the proper combat system in Chainmail, counting as 2 men is 2 rolls of 2d6, 3 men 3 rolls of 2d6, etc resulting in effectively a d36 dice pool.
 


aramis erak

Legend
Upon rereading, I realized I forgot to mention the other pre-weg dice pool game...
Tunnels and Trolls. Dice pool size for PC's was by weapon, and was a number of d6's, modified by personal adds. For monsters, (MR/6)d6+(MR/2).
Note that T&T and d6 both are roll and total.
Shadowrun was very different, and related to the old wargaming mode, in that it was check each die for success, count the successes. The count successes mode was also used in Vampire.

It's also worth noting that the claim of the botch becoming more common in Vampire is a fundamental misconstruction of the effect of the 1. A botch only happens when more 1's than successes have happened; some of the knockoffs did make each 1 a bad thing side effect (eg: Cortex Plus/Prime, 2d20), but they have somewhat less ramifications intended than WWG's botches. Then again, pool size in 2d20 is inherently about increased risk for increased chance of success, and not skill/attribute derived. Likewise, Cortex links dice size to capability; pool size is "one from each column, buy extra dice with metacurrency if you need to."
 

MGibster

Legend
Chaosium, at the time, were pretty much the best game design team in the world. In the 80s, when the RPG industry was growing, many licensed games were simply very poorly done. Ghostbusters was WEG's first major licence, and so they clearly wanted it to be done right, and Chaosium were interested in acting as a sort of 'design house' (they had already been working with Avalon Hill on that basis). So I guess it just came together. Considering that they managed to use this design for things like Star Wars and DC Universe, it looks like it was a worthwhile investment.

You're right, I think they deserve a lot of credit for actually producing a licensed game that was good. I don't know when WEG got the license to Ghostbusters, but the game didn't come out until 1986 and the movie had been released two years earlier. Rather than rushing something into production in order to take advantage of a hot property, it looks like they were passionate about Ghostbusters which shows in the final product. I know the cartoon came out in 1986 but I cannot remember for the life of me if the RPG had any ties to it at all.

WEG did the same thing a year later with Star Wars. By 1987, Star Wars was no longer the hot property it once was with Kenner have ceased production of the toy line in 1985, Marvel ceasing production of the comic book in 1986, and pretty much nothing new on the horizon for Star Wars. By the time WEG published Star Wars in 1987 the property was out of sight and out of mind for most people. I think they picked up the license because they were passionate about the property and it's still the best Star Wars RPG in my opinion.
 

aramis erak

Legend
It's worth noting that WEG's release would have been timed with GB II if the GB II development hadn't been delayed. (I've seen a number of behind the scenes type shows talking about how GB II was about 2 years late... Grabbing a license for the original timed to release with the sequel is a great way to make a bundle... if the two both manage to launch together.

FASA had done similar with timing STRPG ... The 1982 1E coincided with ST II: TWOK.
Chameleon Ecclectic apparent tried similar with The Babylon Project, probably hoping the subsequent series Tales of the Rangers and Crusade would succeed.
Modiphius sought the license and announced the RPG after the announcement of Discovery, and while it wasn't covering ST:DIS... STA benefitted from the hype of Discovery coming. It has done well. It is still doing well. (and the license was extended to cover more of the franchise than initially.)
 


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