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Ghostbusters RPG
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==Setting== The basic premise of the setting is that the original Ghostbusters, particularly Peter Venkman and Louis Tully, love to make money, and can see great potential in screwing over small groups of people that want to run Ghostbusters franchises all over the world. Enter the players. The deal goes that the parent corporation will provide the hapless players with equipment and all that jazz, and in exchange will get a cut of the fees they charge. The Ghostbusters franchise will generally find its own customers (or, more accurately, the customers will find them) but the parent corporation can also step in and make the 'Busters do a mission for free while they rake in the monies. This is amongst numerous powers to shit on the local franchise that the parent corporation has. It's arguable that this game can be played to have more bureaucracy than [[Paranoia]], also by West End Games, and comes with numerous photocopyable forms to get the players to sign, just like in Paranoia. Unique between the two, though, is that the ''Ghostbusters RPG'' has a Last Will and Testament for the players. Creepy, huh? If that all sounds like too much, or the players really don't have any imagination for generating original concepts, they can play the original Ghostbusters or Louis Tully or Janine Melnitz or Dana Barrett. Truthfully, those characters are probably better used as [[NPC|NPCs]] by the [[Gamemaster|Ghostmaster]]. Whoever they play, the setting's baddies aren't limited to ghosts. The full range of cheesy B-movie monsters are available and encouraged, so the 'Busters might be facing off against [[Twilight|vampires]] or creatures from the Black Lagoon or aliens, despite how thematically incompatible that would be with the original movies. While the ''Real Ghostbusters'' cartoon series isn't treated as part of the game's history, many of the concepts and storylines used in it would fit right in with the writing style of the RPG. No given GM has to give in to using those elements, of course, but the followup supplemental adventures really jumped the shark with things like ''Hot Rods of the Gods'', an adventure about teenage aliens that felt like it was intended for a [[Teenagers from Outer Space (role-playing game)|completely different game]].
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