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Anybody Seen the Ghost of a RPG Campaign?

Ghostbusters
Since my plan of giving up GMing failed so spectacularly (which reminds me, I need to post about Saturday's game but I don't have time just now-- short summary, "It went well!"), I've been thinking about just what I actually want to do with gaming.

First and foremost, I'm only going to be able to continue if I'm not the sole GM. Plus, I'm quite fond of my FABULOUS drow bard and want her adventures to continue. So I'm thinking, I will probably hold scenarios of my game hostage. Once I've run one, I won't run another until jamesbarrett (or one of the other group members) runs something.

However, I also want an off-nights and or pickup game, so I'm thinking I'll pick my Ghostbusters game back up. But that means I have to see if any of us remember where it last stood. I'm pretty sure there was at least one more session after the last one I wrote up, in which Ivan returned from Saturn and the GB went to court, where they were more-or-less cleared of all charges, plus dealt with the thing from the Cabinet of Dr. Calimari, thus finishing that particular story arc.

Problem is, I don't actually remember it. ¬.¬ I have the vaguest hint of a memory that they found a giant plug in the bottom of the Chesapeake Bay and made a point of not opening it ... but that could just as easily be from a dream I once had. So I'll have to trust the players to remind me where things stood.

Ghostbusters is an odd duck of a game. It is so very rules-light and freewheeling that you'd expect prep to be super-fast and easy, but ironically I've found that in some ways it takes a lot more work. In d20-variant games, or something really crunchy like the HERO System, two encounters can take all night to resolve, but in Ghostbusters even a really hairy fight is over in a matter of minutes. That means I need to think up a lot more stuff to put into a session, whether it's NPC interaction, mystery-solving, or spooks to bust, because the players will go through it that much faster!

One idea I had was to pull out some of these Call of Cthulhu modules that I splurged on but have no immediate plans to use, put a wacky spin on them, and run those, because let's face it, the core storytelling arc of Ghostbusters and Call of Cthulhu is pretty much the same:

  1. Discover that strange thing is happening

  2. Research strange thing to find out what it's about

  3. Defeat strange thing or die trying


The main difference is that while Call of Cthulhu investigators usually have little more than a copy of the Necronomicon and maybe a shotgun, Ghostbusters have proton packs, PKE meters, slime blowers, ghost traps, and the Ectomobile's awesome siren. Crafting a GB adventure has to take into account that when the PCs encounter a betentacled thing from beyond, they're likely to blast first and ask questions later. (In the case of the electrophagic byakhoid, blasting it with the proton pack just made it stronger! But that's not a trick I can pull every time.)

Anyhow, my thinking is that the Fortress of Tears game (my new Pathfinder campaign) and Ghostbusters are pretty radically different from each other, and as such will stimulate different parts of the hypothalamus or something along those lines. Point is, they exercise different creative muscles, and so will help me stave off burnout. And with those two as "my games," I will probably be content for a while.

-The Gneech

Comments

jamesbarrett
Apr. 17th, 2012 02:05 am (UTC)
Oh and yes, we found a giant plug and decided not to open it....I do not remember what w thought was going to happen next though

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