Tuesday, March 9, 2010

Echoes of Ghosts of Ghost/Echo

So, I didn't mention how that Ghost/Echo game went.

It went well!

See you next time!

...

To elaborate: The game provides a short list of player character "nicknames" (as well as locations, non-player character names, and the like). We picked nicknames from the list for each other ("I think Simon should be 'Hull'!"). The players were then left to figure out why their character had that name and why, and in doing so pretty well sketched out what their character was all about and what sorts of things they do.

I like this game. Afterwards, we talked about the game and the system. It occurred to that with a little extra use of the bonus dice to "pulp" it up, the risk/reward seesaw would emulate something like the Indiana Jones films quite well, wherein the hero regularly gets captured, injured, or otherwise "loses" in a scene, but just as often gets the upper hand and gets what they want out of a scene.

It's a very dynamic little game. You barely even need paper and pencil to play it - writing down basic notes about who your character is and what setbacks or injuries they've suffered is all that's necessary. Similarly, the GM only needs paper and pencil to scribble down dramatic elements pertinent to a scene and lay the note(s) out on the table so everyone knows they can get extra dice and extra danger if they want.

I'd play it again. Constructing a campaign might require some fleshing out of the system, but not much. Our GM for the night, Chris, joined our long-standing group a couple of years ago, and has since pointed out that most of the players in the group seem to have little use or need for detailed rules in a role-playing game. We just need enough to hang our hats on, as it were, so Ghost/Echo provided us with a night of fun.

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