Tag: ghost

Tricube Tales – Teenage Ghostbusters at the Lighthouse


A week ago, a strong reality storm passed Gotham , and afterwards the sky stayed both gloomy and stormy... The beacon of the lighthouse went out! After af few days, four scouts rowed to the lighthouse to investigate, but they never returned.... Now another team was sent on a mission of investigation and rescue! Jeffrey … Continue reading Tricube Tales – Teenage Ghostbusters at the Lighthouse

Tricube Tales – Teenage Ghostbusters in New York: The dangerous outside


Rumors at school mentioning a group of other kids from another class going to Rogue Island: A year ago, five students investigated the Islands, never to return! Another newbie group investigated recently, coming back with wild stories: The Island was really haunted.... We met the ghosts of the disappeared kids in the village, they were … Continue reading Tricube Tales – Teenage Ghostbusters in New York: The dangerous outside

Hunting with the White Wolf


Today I felt the presence of Wolf very strongly... For years I have been avoiding the Spirits, kept them at a distance. Confucius had said,  "Respect ghosts and spirits, but keep them at a distance" (Analects 6:20). I was afraid of losing control, being taken over by the Other, afraid of the sacrifices that They … Continue reading Hunting with the White Wolf

Ghost/Echo: The First Run reloaded


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)

My observations:
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!

Dreamquest

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 for the job.
It sounded like an easy one: extricate Herr Professor alive (preferrable) or dead to insure the Opposition will never again have access to his theoretical knowledge of Matrix-construction.
He was temporary held at a secret interrogation camp, waiting for transfer to the headquarters of Herr Colonel.
Simple plans are the best, and victory goes to the bold;
The idea was to ‘borrow’ a chopper of the Opposition; flying under false colours it should be possible to infiltrate the interrogation camp.
Well…a battleplan never survives the first shots…
They found a…

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Volle maan, eclips november 2012


Een paar dagen terug ging ik met een vriendin naar een kringloopwinkel; meteen bij binnenkomst viel mijn oog op een bijzonder krachtig wayang-pop: Duhsasana! Felblauwe ogen, rood aangelopen gezicht, stevige snor en baard, een echt demonische kop. Meteen beetgepakt en bij de kassa apart laten leggen, hier moest ik iets mee! Tot nog toe had ik … Continue reading Volle maan, eclips november 2012

Setting of the Fifth Black Sun


“December 21, 2012 will be the most important date for all of Humanity. The ancient Mayans created the Long Count calendar to mark this date as the beginning of a new cycle for Mankind.” AnonymousWhat if…The wild-eyed cultist are right…up to a certain point?Something changes in 2012,,,Maybe…the stars are ‘right’, depending on whose viewpoint: if Rlyeh arises … Continue reading Setting of the Fifth Black Sun

Ghost/Echo: The First Run


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 … Continue reading Ghost/Echo: The First Run

Ghost/Echo: Pathworking the Ghost Worlds


The Ghost Universe consists of several Ghost Worlds, each interconnected by Datastreams (Echo-Paths). Travelling the Datastreams is a specialized skill: by channeling the Ghost Field, some adepts can open temporary Gates to the Paths. Using the Major Arcana (e.g. Amber Trumps) is one of the many possible ways of Pathworking! Other Traditions use: Tattva Symbols, … Continue reading Ghost/Echo: Pathworking the Ghost Worlds

Ghost/Echo crossing path with World of Darkness and Shadowrun


Universe: World of Darkness (core setting) 2012 CE. Preliminary Story: The Crewmembers are part of the experimental Shadowrun team of the Orpheus-0rganization; their mission is to find top secret information before the Others find it. Do you have any idea what kind of crewmember you would like to be? Good at...(pick one) acting under pressure … Continue reading Ghost/Echo crossing path with World of Darkness and Shadowrun

Het reisgeschenk, spreker voor de doden


Vandaag had ik een teamuitje: wandelingen door de joodse buurt van Amsterdam, met als eindpunt Joods Historisch Museum. Een stukje trambaan is daar als monument achtergebleven, ter herinnering aan de tramlijn waarmee deportaties via station naar Auschwitz werden georganiseerd. Dan zie ik die geestentrein nog steeds rijden. Het raakt me op verschillende manieren: Het is … Continue reading Het reisgeschenk, spreker voor de doden