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  #1  
Old 08-30-2004, 01:00 AM
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[RPG]: Ghost Stories: Horror Mystery Adventures, reviewed by Kester Pelagius (4/5)

http://www.rpg.net/reviews/archive/10/10621.phtml

C. Demetrius Morgan's Summary:

This is a mini \"beer and pretzels\" game that presents not only a set of RPG rules but also four sample scenarios. Perfect for fans of Horror and gamers looking for a different sort of Halloween party game.

Go to the full review for more information.
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  #2  
Old 08-31-2004, 05:09 AM
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Playtest & Locked

Post originally by screenmonkey at 2004-08-31 04:09:45
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Nice review.

i really wish this was a playtest review though. Some feedback on how those scenarios play out would be very helpful.

As to "locked" nature of the pdf, what does that mean? Is it DRM, making it very difficult to take to a printshop for printing it out?

Thanks for the help.

Happy Gaming, =)
screenmonkey
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  #3  
Old 08-31-2004, 06:33 AM
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RE: Playtest & Locked

Post originally by Mark Bruno at 2004-08-31 05:33:26
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Screenmonkey:

The PDF is only locked to prevent cut and pasting or reformatting of the text; you'll still be able to print out the game either at home of via a printshop.

-- Mark
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  #4  
Old 08-31-2004, 08:24 AM
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System mechanics

Post originally by unterhund at 2004-08-31 07:24:26
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So if I understand you correctly, one roll handles all task resolution? Are there provisions for opposed rolls, like hiding vs. searching situations?
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  #5  
Old 08-31-2004, 09:43 AM
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The horrors

Post originally by Dan Davenport at 2004-08-31 08:43:07
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Nice job, CDM!

I gather that the monsters in this game are mostly of the intangible variety that won't be defeated in combat. Is that correct?

--
Dan Davenport
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  #6  
Old 08-31-2004, 10:05 AM
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RE: System mechanics

Post originally by Brett at 2004-08-31 09:05:47
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Hi.

There are provisions for task difficulties and contested tasks (opposed), as well as composure (aka fear checks) and variable outcomes.

An updated version of the mechanics are present in our genreDiversion i Manual, which adds compatibility with our 'grown up' systems: Impresa (d10) and Active Exploits Diceless.

Thanks.
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  #7  
Old 08-31-2004, 10:08 AM
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RE: The horrors

Post originally by Brett at 2004-08-31 09:08:18
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Hi Dan.

That is correct, although they may be given 'token' traits and special abilities like manifestation and paralyze.
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  #8  
Old 08-31-2004, 10:09 AM
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Thanks

Post originally by Brett at 2004-08-31 09:09:59
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Thanks once again for reviewing one of our products!
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  #9  
Old 08-31-2004, 10:44 AM
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RE: The horrors

Post originally by Kester Pelagius at 2004-08-31 09:44:55
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Greetings,

Good question.

>>I gather that the monsters in this game are mostly of the intangible variety that won't be defeated in combat. Is that correct?<<

That depends on how you define "combat". If you mean melee combat then, truth be told, Ghost Stories isn't really about that in my opinion. It's more about setting a midnight campfire tone and telling interactive stories full of conflict. Which is not to say that there aren't rules for melee combat, there are, but GS is really not about melee combat per se.

In fact there's even some pretty decent- if thumbnailed- rules in there for supernatural abilities. The main one's covered are ESP, sorcery, and something called "True Faith". The latter being, IMO, a bold attempt to outline how a religious belief system works in game terms.

However tha latter is only a very small section in the game rules and, right or wrong, I felt covering it in detail might generate a bit of negative backlash from certain quarters. This game isn't really about the occult, it's about exactly what it's title implies: Ghost Stories.

IMHO, YMMV.


Kind Regards,

Kester Pelagius
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  #10  
Old 09-01-2004, 04:05 AM
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RE: System mechanics

Post originally by Peter C. Spahn at 2004-09-01 03:05:11
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An updated version of the mechanics are present in our genreDiversion i Manual, which adds compatibility with our 'grown up' systems: Impresa (d10) and Active Exploits Diceless.

=======

Which, just to be clear, are all free (and quite good!).

Pete
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