To cut to the chase, Spirits of Manhattan is a scenario which lets you play in an alternate universe not dissimilar to that of the 1984 film, Ghostbusters, or indeed, the 1986 roleplaying game based on it and published by West End Games. In the scenario, the Player Characters are members of Ghostbreakers, who in a previous incarnation, in 1984, prevented the opening of dimensional gate to hell as an outbreak of ghosts, spirits, and other nasties haunted the streets of Manhattan. Once they get the call and are alerted to a supernatural occurrence, they will race from their headquarters in their Ghostmobile—actually a disused Range Rover Popemobile used for Pope John Paul II’s visit to the United Kingdom in 1982, so not only right-hand drive, but also blessed and holy—and confront the ghostly happening. They will be able to detect the ghosts and other apparitions with their ElectroMagnetic Field Detectors, see them with their Spirit-Spectacles Goggles, perhaps consult their copy of Tobias’ Guide to Ghosts, Spooks, and Specters, then blast them into immobility with their ‘Spirit Stopper’’ Anti-Plasm Particle Thrower, and capture them using an Anti-Plasm Binder, all before returning to their headquarters to safely store the captured ghost! Sound a whole lot like Ghostbusters? Well, it does and it actually isn’t the Ghostbusters roleplaying game either because that has long been out of print. Instead, Spirits of Manhattan will do the job just fine until you have either saved up enough money to buy a copy of the original roleplaying game—keep saving if you want the dice too, or someone with deeper pockets than you gets the rights and brings it back into print.
Spirits of Manhattan is a scenario for
The bulk of Spirits of Manhattan is devoted to the scenario itself. The plot, which begins with the Player Characters as would be Ghostbreakers with access to the equipment, but none of the other set-up—so no disused former fire station as a base—and working at New York Columbia University Medical Center, has them receive their first call and go to a ghost emergency. This is at St. Peter’s Chapel, also on the university campus and involves an encounter with a minor ghost. It gives both the players and their characters a nice test run and successfully dealing with it also brings the Ghostbreakers to the attention of the university’s Dean, Richard Anderson (!). At first, the Dean is none too pleased with them, but after a second ghostly outbreak, the Ghostbreakers gain his support and he has the university sponsor their efforts. This is the chance for them to set up a base and begin working properly and for the scenario to really swing into action. This is with a series of tasks, including dealing with a ghostly creep at the fancy Glitzman Hotel, rescue crew trapped in a fire station by ghost gone health and safety mad, and capture a punk shrieker at a punk and new wave hotspot. These are nicely done encounters and really capture the feel of the scenario’s inspiration. Plus, there is plenty of room for the Game Master to add her own if she wants to expand the scenario into a longer scenario or even a mini-campaign.
Eventually, the main plot to Spirits of Manhattan kicks in and will drive the action to the scenario’s climax. This climax starts small, but ends big, with plenty of nods here to the source inspiration, but without copying it directly or exactly. So, no gigantic Stay Puft Marshmallow Man, but something similar. There can be no doubt that Spirits of Manhattan goes up to that line, but it does not cross it. One addition is that of ‘P.U.RE.’, the Protection of Undead Returned Entities, a rights organisation dedicated to the proper and humane treatment of the ghosts that the Ghostbreakers are capturing. ‘P.U.RE.’ can become a thorn in the Ghostbreakers’ side, especially in the long term if the Game Master develops the suggested sequels.
Rounding out Spirits of Manhattan is a quartet of four hooks for further adventures beyond its pages. These are thumbnail outlines only, but they ape the various sequels to scenario’s source material and although all four require a fair degree of input and development by the Game Master, they are still fun and engaging, and would make the basis of great sequels.
Physically, Spirits of Manhattan is a bright and breezy affair. The artwork is excellent, often done in a cartoon style, making the Spirits of Manhattan the equivalent of The Real Ghostbreakers. The maps are decent, but a bit too small to use with any ease. The worst aspect of Spirits of Manhattan is the flavour text, which is written in-character and means characters not mentioned elsewhere in the scenario. The Game Master will need to paraphrase a lot of it to really work.
There is no Ghostbusters roleplaying game anymore. Spirits of Manhattan is not the Ghostbusters roleplaying game, but rather a very knowing tribute to Ghostbusters. It captures the flavour and feel of its source material and this gives it a familiarity that is engaging and really easy to grasp, so that everyone knows what to expect and will be happy to play along. Above all, Spirits of Manhattan is a lot of fun and the Ghostbreakers will enjoy playing with its inspiration.
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