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Scared Stiffs | ||
Author: John M. Ford and Bill Slavicsek
Category: game Company/Publisher: West End Line: Ghostbusters Cost: Around two bucks these days... Page count: 32 ISBN: 0-87431-062-8 SKU: 30021 Playtest Review by Colin Marshall on 01/02/00. Genre tags: Science_fiction Modern_day Horror Comedy |
Quick Note. This is review #1 in my ongoing one-man campaign to revive the late-yet-great Ghostbusters RPG produced by West End. I reviewed the game itself sometime during summer '99...you can find it if you look.
If you're still trying to integrate the Ghostbusters RPG into your group, you might consider running something besides Scared Stiffs. Why? Let's count the reasons. First of all, if you've managed to get your players fired up over busting ghosts (and who wouldn't be?), you might need to supress it this time. They'll be protecting ghosts during this adventure. Protecting ghosts? What kinda cockamamie Ghostbusters adventure is that? Aren't they supposed to take all ghosts down in a hail of ectoplasm? True...but not this time. Also, if your players have been playing as the original Ghostbusters of cinematic fame, they'll have to make new ones. While it might appeal to the schizophrenics around the table, Venkman, Stantz, Zeddemore and Spengler all make guest appearances some time during the adventure. Cheap, I know, but hey, I didn't write it! This may sound somewhat trying, but keep reading; it gets a little more interesting. As the adventure opens, the Ghostbusters must travel to the one-horse town of Wrath, Vermont to take part in the annual QUACKS (Quasi-Unearthly Association of Clairvoyants, Kismetologists and Spiritologists) convention. The convention itself is pretty much the GM's free ticket to jerk the players around with bizarre characters of their own making, but it also contains the whole problem on which the adventure is based. EcTerminators, Inc., a new and somewhat more appealing spirit-bashing company challenges the Ghostbusters. They've got more technology, better resources and shinier uniforms. However, they're really lobsters from space who plan to use our precious psychokinetic energy to make party drinks. The whole thing would be an easy task, but hundreds of obstacles and irritating characters are thrown in the Ghostbusters' way, such as a mumbling French scientist and an incredibly foul-mouthed old man. Such people are there only to impede the journey every step of the way. At one point, the players themselves must role-play the ghosts of dead stereotypes from cue cards, a practice many thought they'd left behind at fifth grade summer camp. It seems you'd need a quality GM to pull all of this off, but...not really! The book provides page after page of props (such as the QUACKS convention brochure) and maps of the entire town. The adventure could produce a modicum of fun from even the laziest GM. (Note to Players, even though you really shouldn't be reading this: If you finish an adventure much quicker than was expected, don't be surprised if the ol' GM pulls out Scared Stiffs...) But...you want to know what I think? Well...Scared Stiffs is not the best the game has to offer. Far from it. Pull out Lurid Tales of Doom if you want that. Still, it generates a few laughs here and there, plus a monkey could run it. But should they really have to? I say we keep them at the typewriters and wait until we get the works of Shakespeare. Or round them all up and film a sequel to "Project X". Wait a second; I didn't even like Project X...
Style: 4 (Classy and well done)
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