Skye the Demon, Jason the Grip and Bunk the Hull remembered their first shadowun together: Skye seduced the sysop of VR corp to get information about the security system. Jason blackmailed the sysop for the necessary passwords and login info. Bunk did some breaking and entering to steal the top-secret project. Apparently VR corp was … Continue reading Ghost/Echo crossover World of Darkness and Shadowrun
One of my players, Niek Ooijman, sent me some feedback on the session
I’ll put my comments in brackets:
1. please use printout character cards instead of handwritten, to avoid reading problems.
(comment: alongside the printout of Ghost/Echo rules, I wrote on index cards the name of the character & 2 skills).
2. if new players register at the last time, sent them mail beforehand, instead of writing only on the meetup site. ask them to think about the character they want to play.
(comment: until the very last day I had only one subscriber, we already had extensive mailing ongoing on the subject; the rest subscribed on the same day, too late to sent them mail)
3. danger check: a high roll is always better? It is better to change this: if rolling for danger, higher means more “danger”. Getting a 5 or 6 when rolling for danger means real trouble.
(comment: this is a matter of taste)
4. The goal/danger system is asking a lot of player-creativity , it is annoying to have to state a danger for each goal, that slows down play. In the games I know, the GM tells the player all about the dangers.
(comment: this is a typical old-school conditioning)
5. there was some lack of “supernatural elements”
(comment: this scenario was meant as a foreshadowing of the Shadowrun era, the supernatural still has to intrude into the world, but it was possible to Listen for Echo’s of the supernatural)
6. The skills were too minimal
I have some doubts on the claim “quick play”, there still a lot of work to do on the system.
(comment: the player did not take enough time to read the ghost/echo page)
The Game has to be worked out, as stated in the two pages
I was thrilled by the minimalistic setting & rules, a refreshing experience after so many years of D&D tables & rule-lawyering.
The indie-press rpg-community consist of some high-level roleplayers, ‘quick-play’ has to be seen in that context : 2 page rules with bare bones, the rest to be expanded with existing GM skills!
No so user-friendly for newbies, but at the other side: the experienced/brainwashed D&D adepts will have serious adaptation troubles!
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The Government was unwilling to dirty their hands in a backwater Balkan state, so they used some intermediaries to contract the Black-op branch of Orpheus corporation. If anything went wrong, the whole operation was deniable as usual, the spindoctors would call it a terrorist strike of the separatist....Coil, Grip, Hull and Vixen discussed their strategy … Continue reading Ghost/Echo: The First Run
The Ghost Universe consists of several Ghost Worlds, eachinterconnected by Datastreams (Echo-Paths).Travelling the Datastreams is a specialized skill: by channeling theGhost Field, some adepts can open temporary Gates to the Paths.Using the Major Arcana (e.g. Amber Trumps) is one of the many possibleways of Pathworking!Other Traditions use: Tattva Symbols, Hermetic Seals, Bagua, etc.A Grip who … Continue reading Ghost/Echo: Pathworking the Ghost Worlds
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This game reminds me of several topics I am interested in:Shamanic journeyPathworkingCyberpunkShadowrunOracles: Tarot, I ChingRules-lite storytelling gamesLet me give it a try!First take:Trying to connect Major Arcana and Locations did not work for me. Looking back, I realise the Major Arcana belong to the Paths, not to the Sephira!Maybe I should connect the Minor Arcana to … Continue reading Ghost/Echo