Saturday, May 11, 2024

Live Long and Prosperity

Yesterday evening, my Friday night gaming group completed the second half of the first 'episode' of 'Season 8' of our Star Trek Adventures campaign, Star Trek: Prosperity.


Passed through the Universal Translator, this means we played the second session of the eighth year of our game, finishing a two-part adventure. Eight years marks the longest running campaign I've ever Gamemastered. It has gone on for nearly twice the length of any of my previous Star Trek campaigns across three different systems (FASA, Last Unicorn Games, and Star Trek Adventures itself).
 

The four Player Characters (first row) and cast of Major NPCs - Seasons 3 to 7


The game's sessions have been an average of four hours long and run roughly biweekly. We've missed or skipped a get together here and there due to personal or work related issues and holidays but I estimate we've had around 140 sessions. For the first few months of the campaign, we used the Last Unicorn Games ICON System version of the Star Trek RPG but, after a brief hiatus, we converted everything over to Star Trek Adventures. 

In the earliest sessions, which occurred 'in-person' prior to the Covid Global Pandemic, there were a few additional players who came in and out but the same four key players who have been there since the beginning are still here. 

It hasn't always been easy, as this group is made up of some strong and occasionally conflicting personalities. Add to that the fact that some of them have core viewpoints on adventure and campaign design that differ from my own. Still and all, we've all pursued the same goal of ensuring the game works to the best of each of our abilities. The entire group is committed to making the game fun for each of us and all of us. 




Character Progression occurs every even numbered 'Season', with the Players gaining bonuses ranging from increases to their Attributes and/or Disciplines, a new Focus, or a new Talent. Usually it's some combo of these as it happened only once a year.  

Every odd numbered year they get an upgrade to their starship, the USS Prosperity. In addition to the advantages of Rugged Design and a Rear Mounted Photon Torpedo Tube (a rarity in The Original Series era in which we play), the ship started with two flaws:

The Nacelle Warp Coils were stressed and/or damaged by maintaining high warp for an extended period - especially the Port Side Nacelle. 

each time the Prototype Rear Photon Torpedo was fired the launch tube was knocked out of alignment. This required additional Task Checks between each shot. Also, whereas firing Photon Torpedoes adds a point of Threat (an in-game Gamemaster currency), the Rear Mounted Photon Torpedo generated two. 

Over time the flaws were repaired and Advanced Sensors, an Improved Warp Drive, and the ability to Rapid Fire their forward Torpedo Tube were added. Thanks to the Prosperity and her crew, the aging Ventura Class vessels still in operation were being upgraded (usually a couple of steps behind the Prosperity itself). Unfortunately, the class as a whole was originally scheduled to be mothballed, with no new such ship having been commissioned in years. A 'B plot' had the PC Chief Engineer, Commander Bhoth, work with the NPC Asst. Chief in order to prove to Starfleet Command that the Ventura Class was still viable. In the end they saved the design, with the first brand new Ventura due to be completed soon (in Season 8). 




In the two-part 'opener', the Prosperity's First Officer and Chief Science Officer Commander Solok returns to Vulcan along with the other PCs in order to marry his long term romantic interest, the ship's Chief Medical Officer, Dr. Margaret 'Maggie' Hanover. Following the wedding, Solok's player essentially retired the character. After eight years of playing the Vulcan Science Officer, my friend Leo wanted to try something else. 

The rest of the team left Solok and the NPC Doctor to the next stage of their lives while they traveled back to the USS Prosperity. En route, the established command crew meet a young Helmsman, Lt. Charles 'Charlie' Wilder, Leo's new character. When the transport bringing them 'home' was attacked by religious zealots and a creepy space kaiju, the level-headed and action oriented Captain Ann Fletcher took command. Tapping each PCs unique set of skills, Fletcher organized and facilitated the transport's escape from the massive monster. The episode ended with the wounded ship pulling up alongside the USS Prosperity and Deep Space 5. 


Alien Friends and Foes


The next episode and Season 8 as a whole will see a considerable paradigm shift in the game and it's one the group and I are definitely down for. Our perfectionist, poor-work-to-life-balance Chief Engineer is going to become the First Officer. New PC Charlie Wilder, a more action oriented character, gives me an excuse to switch up the type of adventures I run, with fewer science mysteries and more fights against alien gladiators (and such). We'll have a new NPC Doctor. I've got sooo many things planned. 

After 8 years, over 50 different adventure ideas, and 140 sessions I am still inspired to run this game. Amazing. 

'Second star to the right and straight on 'til morning'...

AD
Barking Alien






Sunday, May 5, 2024

Star Wars VISIONS - The Roleplaying Game

Bright Sun's and Happy Star Wars Weekend everyone!




In celebration of May the 4th and 5th, I wanted to share an idea I've been developing in my...um...I was going to say 'spare time' but we all know that isn't a real thing, now don't we?

I recently found out that the next Star Wars Celebration event in 2025 will be in Japan. How cool is that! It got me to thinking about my favorite pieces of Star Wars content from the last few years: Star Wars VISIONS

A key element making many of the installments of the Star Wars VISIONS anthology so amazing is the fact that they don't have to be connected to the greater Star Wars canon and in fact, aren't.

The 'Ninth Jedi' takes place in a distant (though undefined) future. 
'Journey to the Dark Head' seems to be set in the Old or High Republic. Again, seems.
'Aau's Song', 'Akakiri', and 'Screecher's Reach' take place in indeterminate times and places.

In my opinion, this is a major factor in why these entries are so awesome. 




Looking back on my many Star Wars campaigns, all the best ones were run in the real world era wherein we didn't have any 'canon' beyond the original film trilogy. Everything else - from the books, to the comics, and of course the West End Games RPG - were myths and legends describing someone's own take on a galaxy 'Long Ago and Far, Far Away'. 

For some time now I've been thinking, 'I wish I could go back to that time.' Essentially, I'd like to run a TRPG campaign in the Star Wars universe but not necessarily in the Star Wars canon. Would that work nowadays? Could it?

These thoughts led me to postulate how I could use a system other then my beloved Star Wars D6 to give such a campaign both a distinctly different feel and, simultaneously, imply a separate 'non-canon' version of the setting. 

Star Wars D6 is, for me at least, 'real Star Wars' as far as Star Wars tabletop RPGs go. It was the only widely shared and accepted source on information about the Star Wars universe for years. It informed Timothy Zahn's 'Heir to the Empire' trilogy, the Prequels, and even some content that was actually good (Ooh! Not he didn't!) like the Rebels episode 'Wings of the Master', based on the WEG adventure 'Strikeforce Shantipole'. (He did by the way. I read it again to make sure). 

So, the idea is that using another game for Star Wars automatically makes it a another kind of Star Wars for me. Does that make sense to anyone else? It makes sense to me but I know sometimes I think oddly. lol The question then becomes, 'What game and what sort of Star Wars am I considering?' Well...

I'd like to use the Japanese Doujinshi TRPG 'Space Ship Story' to run a Star Wars VISIONS: The Roleplaying Game. I'm thinking lots of Anime/Manga influence, kinetic combat, melodrama, and of course lots of cool art/visuals. 


Star Wars VISIONS 'Original Manga' 
Art by Tomohiro Shimoguchi


More on this as it develops but I really believe this idea will work. Fingers (and maybe Lightsabers) crossed.  

AD
Barking Alien





Saturday, April 13, 2024

GHOSTBUSTERS: TOKYO GHOST RESEARCH - Part II

Welcome to Part II of my Ghostbusters: Tokyo Ghost Research idea, combing the Japanese Doujin TRPG 'Tokyo Ghost Research' with everybody's favorite paranormal investigation and elimination franchise, Ghostbusters. Check out Part I here.




I've decided to create a character for myself to better illustrate Character Creation and gameplay going forward. His name is Taro Ranpo, a homage to famed Japanese mystery writer and literary critic Edogawa Ranpo ( the pen name of Taro Hirai, Born October 21, 1894-Died July 28, 1965). Above you can see his Employee ID/Character Sheet, custom made by yours truly based on Tokyo Ghost Research's sheet.

For Career Type I went with Investigations (which is why I chose a name with a mystery genre reference). I decided to go with the following skills for Ranpo's Skill Set

Distant Impressions/Psychometry (General: Psychic Skill)
The ability to discern information, thoughts, and/or feelings about someone from contact with items or locations they frequently have/have had contact with.

Office Chair Detective (Career Skill)
Reasoning and thinking ability that intuitively derives the truth from collected data. 

Previous Work Experience (General: Origin Skill)
You can make use of your experience, knowledge, and skills from your previous occupation. In this case, 'Manga Writer'. 

Super Search Technique (Career Skill)
Skill that allows you to find and collect the clues and information you need.

Supplied Tablet (General: Item Skill)
A lightweight and sturdy tablet that can withstand communication failures at haunted locations.

As for his Overwork Skill, I thought Butt Wipe would be a good fit. 

Butt Wipe
Timing: Anytime.
Effect: Recovers 1 point of Damage (Any type) for one Employee other than yourself.

With the way Overwork functions in my version of the game, this is a much more useful ability then it is in the RAW Tokyo Ghost Research rules. Being able to remove a single one of damage from one person one time in a 4+ hour session is kind of weak compared to some of the other Overwork Skills.

However, if you can gain and spend Overtime with an increasing cost per usage (1 point for the first use, 2 points for the second, 3 points for the third), this ability becomes a useful but not overly powerful heal. I can see Taro being a guy who acts aloof and like he's 'too-cool-for-school' but actually cares about his friends and watches out for them.

If I could, I might switch out Ranpo's Supplied Tablet for a custom made Item I'd call 'Detective Kit'. I'm seeing it as a bag or box he can attach to his Proton Pack that contains a Magnifying Glass, a Fingerprint kit, etc. Maybe a mundane flashlight. 




OK, now that we have an Employee (PC), let's look at one of the game's most intriguing features - the Task Resolution System or as it is often translated from Japanese TRPGs, the Judgement System:

Essentially all you need to do is roll a single 10-sided die (1D10) and meet or beat a Target Number determined by the Manager. If you are using a Skill, your Target Number is usually between 2 and 8, with 2 being something fairly easy to accomplish and 8 being something very difficult. An extremely difficult or near impossible task might require a roll of 9 or 10.

If you do not have a Skill that covers what you're doing the Manager may decide that you don't need to roll at all. This is the case for most common actions. However, in the case of hard to achieve goals or dramatic instances you roll 1D10 with the Target Number being 10. 

Here's where it gets wild (hold on to your plush Goblins D&D fans - you're NOT ready for this!)...

If you meet or beat the Target Number you succeed but if you don't...you still succeed! Wha?!? Yes! You Succeed with 'Trouble'. A complication arises; something goes wrong and the situation gets worse. You also take 1 or more points of Damage in one of the three Damage Types [explained below].

Optionally, you, the player, can declare that the action truly fails. This causes you to take 1 point of Damage in any one of the three Damage categories but you gain 1 point of Overtime! As noted, collecting Overtime allows additional uses of your Overwork Skill.

I LOVE this! It is such an interesting design choice on so many levels. It allows more interesting things to result from a die roll beyond just hit or miss, pass or fail. It gives players greater control over the outcome of a roll, which in turn gives them additional future options. It is also a great way to handle PC activities in a comedic game. As the players and their characters go for more daring moves, wackier and wackier things will be happening more and more often. 




This is balanced/off-set by the fact that Damage is taken as a result of both 'Success plus Trouble' and 'True Failure'. With True Failure you only take a single point of Damage to a Damage Category appropriate to the action taken. With Success plus Trouble there is a chart in the game that looks like this:

1 Trouble arises but you escape it! MG identifies the trouble. You explain escape. No damage.
2 You manage to handle the task, but feel very tired. 1 point Physical Damage
3 You hurt yourself while completing the task. 1 point Physical Damage
4 You experience fear, confusion, or stress while completing task. 1 point Mental Damage
5 Situation brings up past traumatic memories. 1 point Mental Damage
6 You damage your personal credibility performing task. 1 point of Environmental Damage
7 You displeased the company or your boss. 1 point of Environment Damage
8 You are so exhausted that you can barely move. 1 Physical Damage + 1 Mental Damage
9 You were injured AND made the company look bad. 1 Physical + 1 Environment
0 The boss was angry, reprimanded you and you found myself in a bad position. 1 Mental Damage + 1 Environment Damage. 

As with most random charts, I'm not a fan of how some rolls simply won't fit some actions, situations, or circumstances. I might simply go with Manager's fiat with player input. That way, the effect of a given activity and resulting Trouble will more accurately reflect the cause. 

With regards to 'Combat' and Damage...




Tokyo Ghost Research doesn't have a traditional Combat system per se. There's no 'To Hit' mechanics, special moves, or anything of the kind. We only have Judgements and a Damage System. That said, when doing anything one rolls 1D10 and tries to beat a Difficulty Number as already noted. Based on this, my thinking is that blasting a supernatural entity with ones Particle Thrower is the same as any other general task. 

I might suggest that the 'Sales' Career should be able to hit opponents with a Difficulty Number between 2-10, while non-Sales personnel would only hit on a 10 [maybe a 9 or 10 in certain circumstances]. Sales is the department that 'deals directly with the ghosts' after all.

If an Employee manages to zap or otherwise effect a paranormal being or condition, I would say they cause it 1 point of Ectoplasm Damage. Unlike Employees, who withstand Physical, Mental, and Environmental Damage, the ghost-types only have Ectoplasm.  Employees can take 3 points of Damage in each category. Ghosts will therefore vary but generally they can take their Classification + 1/2 in Damage (maybe?).  

Based on this, a Class V Full-Roaming Vapor like Slimer would be able to withstand 8 Ectoplasm Damage. Sound good? If the Employees can get the entity up to the half way point - 4 points of Ectoplasm Damage in this case - then they can try to lasso the spook with a 'Catch' or 'Capture' Stream. I'd make it pretty difficult until the PCs did more Damage to the entity. Alternatively, since the Tokyo Ghost Research game setting leans into Psychic Abilities and Exorcisms, perhaps there are ways to weaken a spectral presence besides repeatedly hitting it with a blast of charged protons.

This is an element I've applied to my previous Ghostbusters games already as I've mentioned in prior posts on the subject. Sometimes there are special weaknesses or conditions that can render a ghost easier to catch based on its nature or background. 




A little more about Damage...

In Tokyo Ghost Research you don't have 'hit points' so much as you can take a certain amount of Damage. Most Employees can take 3 points of Damage in each of the three Damage Type categories before something negative happens.

Physical Damage indicates the Employee is exhausted or injured. If you take 3 points of Physical Damage you go unconscious. Again, this might be from blunt trauma, getting the wind knocked out of you, or simply being incredibly tired. 

Mental Damage represents stress, panic, mental exhaustion, and even going mad. When you have 3 Mental Damage points you go a little crazy and do something unstable (freeze in place, run in terror, charge at the giant monster, etc.). Some supernatural beings may try to possess you if you are at 3 or more Mental Damage. 

Environmental Damage is a funny one and not what I initially thought. It represents your standing with the company, your boss, and the status of the company itself. You take Environmental Damage if the boss is cross with you, if you make the company look bad on TV or social media, or if a rival company/service looks better than yours in the public eye. With 3 points of Environmental Damage you might get clean-up duty, docked pay, or get suspended for a couple of days. At the very least, the boss is likely to chew you out. 

At the end of a Scene you can reduce your Physical or Mental Damage by 1 (1 point in a single category) by returning to your vehicle, getting lunch, or other taking a few moments to relax and get yourself together. Environmental Damage cannot normally be repaired this way but if you speak to the boss on the phone and explained what happened, perhaps the Manager will grant you a 1 point heal for good role-playing. 

You can heal up completely by returning to the office (Mental and Environmental), your home (Mental), or the hospital or company infirmary (Physical). As this and the aforementioned short break constitute a change of Scene, all Skills Used are reset to Unused. 

There are a few other elements I could go over but for the most part that's about the gist of things. I like what I have here and honestly, I like Ranpo. I see his backstory as follows:

Taro Ranpo grew up loving mystery stories and enjoyed writing his own in Middle and High School. He was good, if not great. His work was missing something and he knew it, though not what it was. In College he met a young woman named Miku Mochizuki, a very talented artist who worked with Ranpo on a project. Together they put out a Doujin Manga, a supernatural mystery written by Taro and illustrated by Miku, that did quite well at a school faire. 

Not long after the two of them submitted the Manga to a publisher and it was picked up and professionally released. The two made a decent amount of money and planned on doing more but Ranpo was inspired to submit a full length novel he'd been working on for some time. He did and it was rejected. While Ranpo continued to do more Manga with Mochizuki, he also sent his novel manuscript to several other publishing companies to no avail. Before long, his meager success with their Manga but constant disappointments with the novel made Ranpo very depressed. 

One morning, on a whim, Taro applied for a job with Ghostbusters: Tokyo Ghost Research, and much to his surprise he got hired. He informed Mochizuki that he was giving up the Manga and writing, at least for a while. Later that same day, Miku surprises Taro but getting hired as well. She tells him that this was a great idea, a great way to do research for their next series. Realizing his friendship with Mizu was more inspiring than his book rejections were demoralizing, Taro assured her that the two of them would be the best Ghostbusters team ever. 




Hmm. I think I've got a solid idea for a scenario. I might have a surprise for my readers this weekend. 

AD
Barking Alien








Sunday, March 31, 2024

GHOSTBUSTERS: TOKYO GHOST RESEARCH - Part I

My latest poorly considered idea is to use the Japanese TRPG 'Tokyo Ghost Research' to run a different kind of Ghostbusters campaign. 




My idea is that at the Tokyo, Japan franchise office of Ghostbusters Inc. International, things are handled a little differently. There is more of a corporate office mentality, with different departments having to compete for budgeting and resources, drinking and karaoke with the boss after work, and of course being exploited and overworked (an actual mechanic in Tokyo Ghost Research). The 'salaryman' motif is applied to Ghostbusters and damn if that doesn't sound potentially (darkly) hilarious. 

As I discuss the concept in more detail I'll breakdown Tokyo Ghost Research's game mechanics. I have added a houserule/rule modification and I'll point out what it is when I come to it.

While I usually begin with the base mechanic, today we'll start with Character Creation

In TGR, PCs are called Employees (Gamemasters (GMs) are referred to as Managers (MGs) - love that) and the Character Sheet resembles a Corporate Employee ID. This game really does its best to stay on brand. 

Here's my Tokyo Ghost Research Character Sheet with a 'Ghostbusters Makeover'.




Employees are defined by their Career Type, which connects you to a list of Career Skills that are really more like abilities in many cases. Funny enough, I probably shouldn't use the word 'defined'. Careers give you access to the Skills of that Career sure but there are also General Skills anyone can take that can give your PC some really interesting features. One category of General Skills - Items - can be changed anytime the PCs go back to the office. Don't worry, I talk more about this below. First the Careers:

General Affairs: These Employees are responsible for supporting the other Employee Career Types. Without the General Affairs department, the smooth operation of Ghostbusters: Tokyo Ghost Research wouldn't be possible. Procuring supplies, getting permits, coordinating with other organizations, and handling publicity are all jobs covered by General Affairs. But oh man, the paperwork!! 




General Affairs Skills include Public Relations Cover Story (Skill disseminating information and concealing the truth to make things go smoothly) and Master of Internal Coordination (Establishing all the necessary conditions for a project through internal coordination). 

Investigations: Investigation Employees are charged with fact-finding and research into paranormal phenomena. Good intel is often the key to capturing a rogue spectre or exorcising mischievous spirits from a abandoned sake brewery. Additionally, many cases require Investigators to inspect haunted sites before they send in a full Sales team.




Investigations Skills include Office Chair Detective (Intuition regarding the meaning of collected clues) and Super Search Technique (Allows Employee to find and collect the clues and information your need). 

Sales: The department that deals with clients and ghosts directly is referred to as Sales. Sales people usually begin by calming and/or reassuring those being bothered by the supernatural disturbance in question. Next it's time to strap on their Proton Packs, charge up their Neutrona Wands, and heading out to bust some ghosts. Sometimes Sales people deal with police, firefighters, or other emergency personnel in the field after General Affairs has spoken to them on the phone. 




Sales Skills include Route Sales (Skill to smoothly carry out 'Sales Activities' according to established procedures) and Spirit Negotiation Techniques (The courage and wherewithal to negotiate with non-human beings and the skill to understand their logic). 

Technology: Obviously the Technology department handles the development, construction, maintenance, and conveying the operating procedures of the various devices used by the Ghostbusters. In addition to the traditional backpack mounted particle accelerators, ghost traps, and such, Ghostbusters: TGR sometimes uses additional spiritual and physic paraphernalia. Prayer beads, ofuda (talismans on paper, wood, or other materials), and ouija boards are all things covered by the Tech department. 




Tech Skills include Psychic Light (Knowing how to use a special ray that allows anyone to visually perceive spiritual beings and/or traces of their presence) and Spirit Line
(Use of an app for communicating with otherworldly entities).

General Skills vary widely, with several sub-categories. The various types of 'skills' are Connections, Items, Origins, Psychic Abilities, and Talents. As you can see, not all General Skills are in fact skills in the traditional sense. As noted, Items can be traded out when the Employee gets back to the Office/HQ. For example, one Item is 'Company Car' - if you choose it you're the one driving the Ecto-1. Let's say the team heads out and gets their butts handed to them by a really tough ghost and you think, 'Darn, if I wasn't driving I know just what I would've done'. Well, when you get back to the Office you can decide to leave the driving to someone else and pick up a 'Provided Amulet', a 3D printed talisman in the form of a keychain, magnet, or sticker that can create a barrier or seal. 




The player chooses 5 skills for their Employee with no duplicates allowed (you can't pick the same skill twice). If I were making an Employee I would probably take one or two Career Skills and three General Skills, one of which would definitely be Item.

This is where Tokyo Ghost Research's Character Creation really shines in my opinion. Even with only four Career Types, only a few Career Skills for each Career, and granted, a generous number of General Skills, the characters come out quite different from each other. Even two Sales Employees can have very distinct Skill Sets (which is what the Employees five chosen skills are called in the TGR game).

Honestly I really love this. In some ways it is similar to the way skills are presented in Space Ship Story. If you have to have Classes in your game, THIS is how Classes should work. A simple, concise system with access to both dedicated Class abilities and more general ones, the freedom to choose a certain amount of each, and bam! you've got a Player Character. 

During play, each Employee can use each of their skills once per Scene. A Scene is not a defined amount of time or a set number of turns or other gamespeak gobbledygook. It is a scene in the cinematic or theatre sense, determined by Manager's judgement and player input. Again it isn't an exacting thing. Once used the skill is essentially spent (declared 'Used' in the game) until the next Scene. 

Finally, there's Overwork: In the game, Overwork is a Special Skill that can only be used once per Session. Like the other skills, once used Overwork is gone until your group gets together to play the game again. Unless...certain Overwork Skills can restore already used skills, with one ability bringing back standard skills and a different Overwork bringing back someone else's Overwork. Here's where I was inspired to add an additional mechanic: Overtime

Because skills are spent like a resource and with how neat Overwork abilities are, I decided that certain die rolls earn the Employees Overtime Points (see my follow-up posts for more details). In my houseruled version, the player spends 1 point of Overtime to use the Employee's Overwork Skill. To use it a second time in the same Session costs 2 Overtime Points, 3 for a third time, etc.

Sample Overwork Skills include simple things like Bulldoze (Allows you a do-over. You can re-roll a die roll), healing abilities like Steel Heart/Nerves of Steel (Reduces Mental Damage to Zero / 0), and the aforementioned Clear Mind/Routine Work (Makes all skills in your PCs Skill Set 'Unused'). 

This will make more sense when I talk about how the intriguing Judgement Rolls (basically the Task Resolution system). In addition, I'm considering making a sample Ghostbuster Employee to better illustrate how everything works together. 

That's it for now. Catch up with you soon.

AD
Barking Alien

One more thing before I go...in Japan there is a promotional collaboration going on between Ghostbusters: Frozen Empire (re-titled Frozen Summer for the Japanese market) and the upcoming Anime series Dan Da Dan




The idea seems to be that the characters from the popular Manga promote the new Ghostbusters film to a young audience less familiar with the franchise, while simultaneously letting everyone know an Anime based on the Manga is coming out later in 2024.

Dan Da Dan (sometimes written Dandadan) is definitely in the vein of Ghostbusters genre-wise. The story follows Momo Ayase, a high school girl who believes in ghosts but not aliens and her classmate Okarun who believes in aliens but not ghosts. To determine who's correct, the two make a bet and challenge each other to visit locations associated with UFOs and the occult respectively. When the two reach their respective places it turns out that they were half-right, both aliens and ghosts do exist and neither is too thrilled at being found out. 

There are 13 volumes of the Manga so far, with the Anime airing in October of this year. 

PS: All the art (except for the Dandadan/Ghostbusters poster above) is the result of my usual mix of Midjourney AI, my original art, and Photostudio. 







Sunday, March 24, 2024

Fullbore Connective Splatter!

The plan was to have another 31 Day Character Challenge post here but something came up that I knew I had to address first. Two things actually and thankfully they are related. 

GHOSTBUSTERS: FROZEN EMPIRE

AND

TOKYO GHOST RESEARCH

NO SPOILERS for the movie!


I'm definitely going to have a lot more to say about both of these in the days come but I wanted to get out my initial thoughts while they are fresh in my mind.

Firstly, the newest film in one of my all time favorite franchises, Ghostbusters: Frozen Empire, which I saw earlier today...




Professional film critics have generally panned the movie, giving it a rather low score on Rotten Tomatoes and not having positive words about it for the most part. This is because they are film critics and not fans of Ghostbusters. They are also film critics not filmmakers. Lastly, it is distinctly possible many of them were high when they went to see. 

The film is entertaining with a capital 'E'! It is action-packed, funny, and has a lot of heart. It also expands the franchise's universe in a few ways. A number of interesting elements were introduced, though unfortunately not as fully explored as I would have like. Adding them to my kitbashed RPG and exploring them there is definitely something I am looking forward to.

It isn't perfect but if the original 1984 film is given 5 stars and Afterlife is given 4 1/2 stars, I'm personally giving Frozen Empire 4 stars. I might be in the minority here but I'd absolutely put it ahead of Ghostbusters II. Other than The Real Ghostbusters animated series, that's all we've had to go on up 'til now. 

I said that's All We've Had. Ahem.

Now on to Tokyo Ghost Research...




Tokyo Ghost Research is a free Japanese Doujinshi Tabletop Roleplaying Game by Seiji Nakata of Story Engine Lab that revolves around the idea that you (the player and by association your PC) are an employee of a company that investigates and removes paranormal phenomena. Sound familiar?

The business in question, called Tokyo Ghost Research, is not portrayed as a Ghostbusters-like 'Mom and Pop' operation but a mid-size corporation with Japanese Salaryman types, problematic bosses, and inconvenient budget cuts. It's a very Japanese company culture take on supernatural investigation and elimination and I am here for it! 

I've had the game for over a month now and have pretty much translated the whole thing. I'm going through the process of editing it and hope to test it out soon. The rules are very simple but there are enough theme specific bits to give both the players and GMs (called Managers or MGs in the game) something to sink their teeth into. Sort of. The game's one weakness is that there don't appear to be any stats provided for the strange entities or events you might encounter. It is completely up to the Manager to determine what the weirdness is and what it can do. 

The more I think about it the more I'd like to discuss this game in more detail and I'm even pondering a way to combine it with my Ghostbusters material. I want to finish my next 31/31 entry but man oh man, I am really getting excited about this new idea I'm forming...

Ghostbusters: Tokyo Ghost Research!

Maybe.

AD
Barking Alien

A bit of trivia - In Japan, Ghostbusters: Frozen Empire has been retitled Ghostbusters: Frozen Summer. Personally, I kind of like that better.