Making Character and understanding game basics
Out of the thousands of role-playing games produced since the invention of the 12-sided dice, there is a little gem of a game that all Ghostbusters fans everywhere should enjoy. Ghostbusters: A Frightfully Cheerful Role-playing Game.
Sadly, the Ghostbusters RPG is no longer being produced and even sadder is the fact that West End Games (an 80s giant in the world of RPGs) went out of business in 1998. However, the makers of the game left behind a funny and simple game system and with luck, beginners to the system can learn enough of the basics here to start making and playing their own episodes. Treat this as an introduction, a chance to evaluate the game, and should you happen to like it enough, you should definitely consider looking around town to find old copies of the game. There are plenty of copies out there; you just need to look.
Before we get started, it should be said that if you’ve been turned off of RPGs before because they’re too complex, you don’t have to worry here. Ghostbusters is a snap. It is arguably the simplest RPG ever.
But explaining it is tough, so in part one will we only cover game basics and making characters.
Continue reading “Ghostbusters RPG: Part one”
Ghostbusters fans show up in the strangest places.
While trying out Sierra Studio’s new first-person shoot-em-up, Half-Life, the staff of Proton Charging noticed something odd. There’s a big gun, that fires a stream of destructive particles, that is referred to in the game’s control console as “Egon”. On a whim Proton Charging emailed the game’s developers, Valve to ask them about it.
Valve staff replied quickly;
“The ‘official’ name of the weapon is the Gluon Gun, but in development we always called it the Egon Gun… because it looks like the Ghostbuster weapon.”
Click here for a shot of the gun in action.
I don’t know about you, but I lost a lot of sunshine playing role playing games as a youth. Not heavy, crunchy role playing games like Dungeons and Dragons. I went for the quirky, fantasy stuff. DC Heroes, Paranoia, and of course the Ghostbusters RPG.
For awhile I toyed with the idea of going into designing games like these. It must of been a passing fancy because I’m someplace slightly to the left of that now.
But for awhile I got to remember how much fun those games were by talking to the writer/designer of Ghost Toasties, Scott Haring. The lucky guy lives and breaths role playing games and he was kind enough to share some of his GB RPG recollections with Proton Charging.
Continue reading “Interview: Scott Haring, GB RPG designer”