Sunday, October 23, 2016

Ghosts n'at

We all know that Halloween is the best holiday. There is no holiday mandate other than to give out candy and dress like a monster. Giant plastic spiders inhabit our bushes. It's the time of year for horror movies and spooky tv specials. Cheetos look like skeletons and discount candy is right around the corner. Also I think this is the only time of year you can find bottlecaps, so chalky, so root beer flavored, so much love. Most importantly, it is time to run Halloween one shots!

In the ongoing quest to try new games, and maybe a little bit because of the promise of a prep free game session, I went with InSpectres. If you haven't heard of InSpectres it is a narrative style rpg. The players are franchisees of a low rent paranormal extermination chain, they are normal every day Joes going about the work of getting rid of ghosts and other nasties. There are two big mechanical twists that lie at the heart of IS, one is that the players narrate the outcomes of their successes, and the other is the reality show style confessionals. Otherwise it is a pretty typical ultralight die pool game.

Players taking full narrative control of the results is what drew me to the game. When making a skill check the player rolls a die pool, take the single best result, and if it is 4 or higher, the player describes the outcome. This is an exact flip of the conventional rpg, where the gm narrates the success based on his knowledge of the scenario. The player is encouraged to take the wheel of the story and drive it right off the road. The GM gets to describe the outcomes of failures, and all the the middle in between bits, so it isn't completely up to the players. I could easily imagine running this game GMless with some kind of rotating narrator.

The reality show confessional mechanic is a stroke of genius. I have never seen a potentially complicated game mechanic like this be so clearly understood and embraced. The gist of it is that a player may stop any scene and do a solo cutaway, as if they were interviewing with the producers on a reality tv show. The player can do several odd things during a confessional. One thing is that they can add characteristics to other player characters. Go ahead and tell the camera about how your co-worker botched the job because he was obsessing about his fantasy football team, or how you are so sick of your driver's inability to ever remember anyone's name. The other player is encouraged to role play this characteristic but not required, it is certainly in the spirit of the game to roll with it. You can also use the confessional to help guide an upcoming scene, "I thought this was a run of the mill cat. 2 phantom, but things got crazy when the Russians showed up!"  The players really seemed to embrace and make good use of the confessional.

Rather than genning up characters before the game we went with the recommended method of generating characters and the franchise at the table working together. Being in Pittsburgh of course we gravitated toward a yinzer franchise, Ghosts n'at. Karen ran an ex CMU professor run out for her crazy theories on the paranormal, Scott ran with a mythical Heisman candidate Pitt QB, washed up and living in the past.

We ran two quick jobs, a very short starter job to get the format of the game down. That consisted of going to the court house to eliminate a terrible stink. The gang had busted a ghost there the week before. but it turns out it was ghostly star crossed lovers that they had split up. It was quickly dealt with despite a poorly functioning robot. The second job was a little more involved, the players went to city hall to dispatch the ghost of a corrupt mayor from 100 years ago. The ghost mayor was out for revenge against the family of the white knight DA who busted him. The DA's grandson is the current deputy assistant mayor (Pittsburgh is has no shortage of government positions).  The DA had been sucked into a ghostly dimension. The players busted the evil ghost but didn't bring DA back from ghost world. So I started to wrap the night up.

That's when something unexpected and weird happened. Scott and I were both ok with leaving the night at that.  Karen on the other hand wasn't going to let it stand that they didn't rescue the DA. It was late so we weren't going to run a third job, but we ended up talking through what the potential followup job would look like. It involved time travel, finding the DA, finding out he had become his own grandfather and deciding to stay in the past. It was just a lot of fun to have the investment in the game to do the follow up, and since the game was a one shot the freedom to just brainstorm our way through the rest of the story.

All in all I was very surprised at how well InSpectres went over with the group. There is no way it could hold up as a campaign, but as a pick up game or a one shot I think it works pretty well.  Your mileage may vary depending on your group, but with the right buy in it can be a blast. I suspect that with a few more plays it will be easier to slide into the game's particular style. For ten bucks for the pdf it is a steal.

1 comment:

  1. Heisman winning Pitt Quarterback... aren't RPGs the best at wish fullfillment?

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