Part of a page of The Travellers from Issue 55 of White Dwarf |
The Travellers was a work of comedy wonder, mostly because you could read it, then go back and read all of the little jokes in the background - I'll always remember the ship taking off and the shot looked like the bit in Star Wars IV when the Millennium Falcon takes off from Mos Eisley, and you get another ship nearby and someone shouting "Don't bother to indicate, I'm psionic!" Fantastic.
However, that wasn't the only find that John pointed out to me. In that very issue is an advert that Milo posted in the classifieds looking to recruit new members...
The Classified Section of White Dwarf issue 55 |
So... back to the story...
I'd already mentioned that I was rubbish at plots. The games I'd GM'd boiled down to "10,000 Sathar have landed on a planet, what do you do?" - cue a series of explosions, and Bragi the walking battleship wades in with guns blazing...
Cover of the Ghostbusters RPG "Training Manual" (or Player's Handbook) with thanks to www.gbfans.com |
The only disappointment for my youthful brain was the lack of character sheet. Looking back now I see it was a revolutionary work of genius, but despite the character sheet problem (that I remedied with some homegrown efforts) I could tell even then that the game was something special.
I mean, look at the thing - it was a work of perfect simplicity. It didn't need to be full colour, it didn't need anything except that logo on the front, and some dice. And one of those had the logo on it as well.
The thing about it was how quick and simple it was. The rules were possibly the most minimal thing I'd ever seen. And it introduced "Brownie Points", something that I'd never encountered before, allowing the players to fudge rolls, to tweak the outcomes and to generally make the story funnier, better and cooler.
The start of the Rules Chapter from The Ghostbusters RPG with thanks to www.gbfans.com |
There were adventures published in the Ghostmaster's rulebook, and what was a revelation, dozens of Story Hooks. Short adventure ideas that could be expanded to complete adventures. Brilliant.
We played Ghostbusters continually, I zipped through all of the Story Hooks in record time. We had some of the most bonkers characters (Coop's character of note was Mr. Oook, an orangutan with a Proton Pack) and some of the craziest adventures ever (I do remember the published adventure "Hot Rods of the Gods" was particularly wacky!).
Of course, without adventures (we'd gone through all the ones published) I had to design my own. And so I did something I hadn't considered before. I contacted the publisher, West End Games...
2 comments:
I came to Ghostbusters late in life, not getting into gaming until 2002, but I'm glad I did. As a whole, the set establishes a tone and way of thinking about running the game that make it almost effortless.
And I really, really like Ghostbusters. :-D
As you could probably tell, it was a huge influence on me when it came to writing Doctor Who... simplicity, boxed set, adventure hooks. That said, I did really like WEG's Star Wars that Ghostbusters spawned, but that's a whole new blog post...
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