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Thank you for your positive response.Looks good. Are you going to write up an Anne Rice Vampire too?
I don't have anything further to add on wizards, so I'm moving on to ghosts.
Ghost stories are insanely popular in popular culture, so it's pretty odd that there aren't all that many RPGs with the premise.
There's Lost Souls, Spooks, Spooks! (note the exclamation point), InSpectres, Reaper Madness, Ghostwalk, World of Darkness, and not much else I can name.
Ghosts are pretty versatile. As NPCs, they can power a ghost-busting investigation game all by themselves without ever involving other types of paranormal beasts. We know this from the multiple Ghost Busters cartoons, Ghost Whisperer-type shows, ghost hunter reality shows where no ghosts appear, and the bazillion ghost horror movies that are terrible but keep getting made.
As PCs, ghosts can still be used for ghost hunting (being a ghost should naturally make it easy to hunt other ghosts, right?), they can be used for espionage (being invisible, intangible and able to fly comes in really handy here), and even haunting their past life reminders can still be used for long-form campaigns of darkly serious and comedic tones. People who can see ghosts or otherwise deal with them can appear too, like mediums, reapers, necromancers, etc. You could get mileage out of people who can astral project into ghostly form through whatever means.
I haven't found any fiction that touches on it that isn't World of Darkness (which has a lot of unique baggage that makes it unsuitable for general discussion of the genre), but you could get mileage out of ghost politics. If there are enough ghosts in a particular town or city or whatever, then doesn't it stand to reason they would band together for protection? Ghost hunters could accidentally burn down your haunted house, a priest might try to exorcise you, or you might have to deal with an evil ghost that wants to hurt you. By extension, doesn't it stand to reason that the ghosts might have developed secret societies whose knowledge is passed down through membership?
Not to mention all of the superpowers and afterlife stuff that might come into play. Ghost fiction has gone through a huge gamut of such things.
I'll leave this here for anyone reading to muddle over.
I imagine the two could coexist. Maybe the former sometimes, I don't know, "awaken" as the latter.I think a lot depends on the type of ghost you want to portray. Most ghosts fall into two very rough categories: nonsentient or semi-sentient phantasms who act irrationally or reenact specific patterns or ghosts who are fully aware that they are dead and largely retain their ability to think coherently. The first is more common when ghosts are antagonists, the second where ghosts are protagonists, for obvious reasons.
For ghost secret societies you'd need the second option to some degree.
I imagine the two could coexist. Maybe the former sometimes, I don't know, "awaken" as the latter.
Which reminds me... something I find annoying is the assumption by RPGs (in particular) that ghosts have these ethereal bodies resembling human beings. Looking at ghost stories in general (books, movies, reports, etc), there are vast swathes where this clearly isn't the case. Urban legends about vanishing houses (e.g. "The Guests" from Scary Stories to Tell in the Dark), reports of ghost animals, numerous reported hauntings where the paranormal phenomena consists of weird sensations/smells/sounds/sights/etc, clouds of ominous fog, wispy orbs, masses of something unidentifiable, all that horror fiction where the haunted house is sentient and malevolent, and the creative ghosts seen in the video game Ghost Master. Ghosts can appear as pretty much any phenomenon, terrain, etc.
Ghost PCs look human because of their "residual self-image" (as The Matrix puts it), and because it's a game convention that is easier for human players to understand.
Another thing that seems to be a common complaint is that ghosts generally have difficulty interacting with the living. Given that we're talking about games here, that can be rectified with character options for things like revenants (the ghost has repaired and reanimated a corpse, letting them infiltrate living society) or vanishing hitchhikers (the ghost can create a convincing disguise with their ghost powers, letting them infiltrate living society).
Really, I could go on forever about this stuff. I have no idea why nobody ever wrote a sitcom starring Patrick Swayze, Ellen Muth, Eliza Dushku, Jennifer Love Hewitt and Bill Murray.
Or both. Maybe they start off non-sentient (maybe with lucid periods), may gain sentience (perhaps skipping the non-sentient stage entirely), and maybe lose that sentience again.I also like the idea I've seen elsewhere that ghosts start sentient but over time their lack of a body causes them to fade and become repetitive shades. They're just old ghosts who have forgotten that they're dead.
Could you give an example of recharging at a non? It sounds really coolOr both. Maybe they start off non-sentient (maybe with lucid periods), may gain sentience (perhaps skipping the non-sentient stage entirely), and maybe lose that sentience again.
Or it could be entirely inconsistent what happens if you're going for a ghost story kitchen sink setting. Every ghost story (and supposed ghost hunters in real life who claim ghosts are verified with Science!) invents its own arbitrary rules for these things. Protagonist ghosts like Casper, Sam Wheat, Elliot Hopper, the Maitlands, Elizabeth Henshaw, Lisa Johnson, Annie Sawyer, Elise Rainier, and Sally Malik clearly don't follow any of the same rules. (Although I can't determine how much of that is artistic license and how much is the SFX budget.) Antagonist ghosts operate on the rule of scary, doing whatever the plot requires at that moment.
Obviously only ghosts who have unfinished business too complicated (or unwilling) to solve in a single episode of Ghost Whisperer or Medium, and who can leave the confines of their house, will be able to build any sort of society. You also need a reason, probably multiple reasons, for them to do so. Dealing with external threats like unwitting interlopers, ghost hunters, and the evil dead are one thing, but do they have anything else? Psychological issues? Belief systems? An economy?
Sally Malik in Being Human (North American) developed new inner demons every season as part of her character arcs and during her moments of crazy her superpowers went haywire. If all sentient ghosts can develop those kinds of problems, then that's a good reason to develop a society that can deal with them. Either with therapy or exorcisms.
I saw a proposal in which ghosts were quite literally made of emotion (it comes with the territory, right?) and got emotionally tired by using their powers (which could vary immensely from ghost to ghost, and could be learned like skills) and had to recharge their emotional juice at their unfinished business nouns (a person, place, or thing that tied them to Earth). Other ghosts could recharge their emotional juice at another ghost's haunted house if the emotional flavor was the same as one of their own unfinished business nouns, and some ghosts had powers to convert the emotional flavor, so territorial gangs with pretentious belief systems popped up to farm their own economy and trade favors. (The emotional resonance of places seems a common theme in ghost stories, so it makes sense to take advantage of that in a game setting.)
In such a setting ghosts are scientifically verifiable, so there would have to be a reason why this hasn't affected the development of human civilization as Limyaael's Rant on Ghosts wonders. Especially if ghost busting is an actual business, because that raises huge philosophical and moral quandaries. Does Fate (with a capital F) conspire to maintain a horror movie status quo that superficially resembles the real world in which, paradoxically, the overwhelming majority of people consistently disbelieve genuine evidence of the paranormal (and its attendant philosophical and cultural implications) even while many in reality are quite willing to believe fake evidence?
Actually, that ties pretty easily into the "ghosts being harassed by ghost hunters" plot hook. These ghost hunters are unable to recognize real evidence except where it is inconvenient for actual ghosts, but seem quite happy to chase complete nonsense like typical horror movie fodder, leading to them harassing innocent ghosts or getting butchered when they harass one of the evil dead.
I imagine that it works like photosynthesis. They just rest in proximity to it (or inside it, or with it in spirit, or however a non-corporeal entity experiences space-time) and bask in the emotional tie they have. Might not be fun if it's a negative emotional tie like "terror and pain regarding the knife that killed me."Could you give an example of recharging at a non? It sounds really cool
I skipped over fairies a while back. There isn't anything I can say that hasn't been covered quite adequately by World of Darkness or The Everlasting.
One could invent any number of other character options, but I won't talk about those here. None of them have the cultural cache or the sexiness that makes, say, vampires popular.
Long story short, urban fantasy para-humans can be really diverse when you dig into them. Vampire bloodlines, lupine theriomorphs, etc. Unfortunately, the leading urban fantasy game (World of Darkness) fails to capture this diversity for reasons that elude me. I seem to be one of few people who care.
Too bad, so sad.
In my case, familiarity bred contempt.I think it really is just familiarity for the most part. To most people fairies are Tinkerbell and jinn live in lamps and grant wishes.
In my case, familiarity bred contempt.
There's no shortage of paranormal investigation games like Call of Cthulhu, Cryptworld, Monster of the Week... but there don't seem to be as many monster PC games, and fewer still with campaign settings. World of Darkness holds a virtual monopoly, yet remains arbitrarily restrictive and convoluted in its rules and setting. With rare exceptions, like Changeling: The Lost and Hunter: The Vigil that are praised for that reason. I find it unfortunate that similar design principles were not applied to vampires, werewolves, et al.
I'm sure you could get plenty of mileage from a party of vampires or werewolves who follow non-traditional rules. Like vampires that can walk in sunlight, but have other classic weaknesses like sleeping in the soil of their grave and being unable to enter private residences uninvited. Like werewolves who could change shape from birth, or a person was born with a caul and learned lycanthropy as a skill from a secret society.
Etc