Spooktacular: Difference between revisions

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'''''Spooktacular: A <strike>Frightfully Cheerful</strike> Cheerfully Spooky Role-Playing Game''''' is a [[retroclone]] of ''[[Ghostbusters RPG|Ghostbusters: A Frightfully Cheerful Role-Playing Game]]'' with select elements from ''[[Ghostbusters RPG|Ghostbusters International]]''. It follows in the wake of many such attempts to revive the spirit of old or abandoned games, and in one key regard it definitely succeeds, as just like the games it's inspired by it is obviously a cash grab.
'''''Spooktacular: A <strike>Frightfully Cheerful</strike> Cheerfully Spooky Role-Playing Game''''' is a [[retroclone]] of ''[[Ghostbusters RPG|Ghostbusters: A Frightfully Cheerful Role-Playing Game]]'' with select elements from ''Ghostbusters International''. This one was written by Ewen Cluney, aka the faggot who translated [[Maid RPG]]. It follows in the wake of many such attempts to revive the spirit of old or abandoned games, and in one key regard it definitely succeeds, as just like the games it's inspired by it's a transparent cash grab.


==System==
==System==
The author has very graciously released the entire Sixtacular system under an open game license, which shows his talent extends to borrowing things from [[Wizards of the Coast|Wizards]] as well as [[West End Games]].
The author has very graciously released the entire Sixtacular system under an open game license, which shows his talent extends to borrowing things from [[Wizards of the Coast|Wizards]] as well as [[West End Games]]. It's just the proto-D6 System ruleset from Ghostbusters RPG, but with a few changes cribbed from GBI.
 
Because you can download the entire Sixtacular ruleset from DriveThruRPG for free, it seems pointless describing it.  Instead, it makes more sense to compare it to the system in [[Ghostbusters RPG]].


''Muscles'' and ''Moves'' have become ''Action''.  ''Brains'' is completely unchanged ''Brains''.  ''Cool'' still exists, but the fourth stat ''Contact'' incorporates elements that ''Cool'' and ''Moves'' used to cover.  You still assign 12 points, between 1 and 5 to these.  Talents add 3 extra dice just like with the original.
''Muscles'' and ''Moves'' have become ''Action''.  ''Brains'' is completely unchanged ''Brains''.  ''Cool'' still exists, but the fourth stat ''Contact'' incorporates elements that ''Cool'' and ''Moves'' used to cover.  You still assign 12 points, between 1 and 5 to these.  Talents add 3 extra dice just like with the original.


However, new to ''Sporktacular'' is Archetype, which gives you 6 (or 12, if you want weirder ones) mini-splats to give your character something cool to do, generally spend <strike>Brownie</strike> Awesome Points on.
However, new to ''Spooktacular'' is the Archetype mechanic, which gives you 6 (or 12, if you want weirder ones) mini-splats to give your character something cool to do, generally spend <strike>Brownie</strike> Awesome Points on.


Equipment is handled with complete inelegance in the Sixpacular rules, with a complete cop out of "[y]ou will have to decide for yourself, LOL". The Sparktacular rules themselves handle this a little better, but it's very minimal, with every character wielding an Etheric Ray Thrower, two more choices from the list of important gear, and the group as a whole getting a Ghost Trap.  Much like the first ''[[Ghostbusters RPG]]'' (but lost in ''[[Ghostbusters RPG|Ghostbusters International]]'') the rules mention that Equipment Cards are good, then completely fails to provide them even in the PDF.
Equipment rules in Sixtacular are nonexistent: the best the rules can offer is "figure it out yourself, lol."  The Spooktacular rules themselves handle this a little better, but it's very minimal, with every character getting a <s>Proton Pack</s> Etheric Ray Thrower plus two more choices from the list of important gear, and the group as a whole getting a Ghost Trap.  Much like the first ''[[Ghostbusters RPG]]'' the rules mention that Equipment Cards are a good rules-lite choice to handle encumbrance, then it completely fails to provide them even in the PDF.


==Setting==
==Setting==
There are three paranormal investigation companies briefly detailed in the book, namely ''Wraithzappers'', ''Ghost Rooter'' and ''Phantom Finders''.  The book encourages groups to invent their own, and are helped by a table to generate the name, so look out for ''Creature Eaters'', ''Specter Keteers'' and ''Curse Dusters''.  There's no overall setting (except for the obvious), although the book has a short section on how paranormal investigations would look in a number of locales.  Once again, the "[y]ou will have to decide for yourself, LOL" spirit is in full swing.
Blatantly phoning it in here, since Cluney is a fa/tg/uy and knows that everyone to skip this crap and run with a Ghostbusters franchise in their hometown. There are three paranormal investigation companies briefly detailed in the book, namely ''Wraithzappers'', ''Ghost Rooter'' and ''Phantom Finders''.  The book encourages groups to invent their own, and are helped by a table to generate the name, so look out for ''Creature Eaters'', ''Specter Keteers'' and ''Curse Dusters''.  There's no overall setting (except for the obvious), although the book has a short section on how paranormal investigations would look in a number of locales.


[[Category:Roleplaying]]
[[Category:Roleplaying]]

Revision as of 20:35, 24 May 2018

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Spooktacular: A Cheerfully Spooky Role-Playing Game
RPG published by
Yaruki Zero Games
Rule System Sixtacular
Authors Ewen Cluney
First Publication 2018


Spooktacular: A Frightfully Cheerful Cheerfully Spooky Role-Playing Game is a retroclone of Ghostbusters: A Frightfully Cheerful Role-Playing Game with select elements from Ghostbusters International. This one was written by Ewen Cluney, aka the faggot who translated Maid RPG. It follows in the wake of many such attempts to revive the spirit of old or abandoned games, and in one key regard it definitely succeeds, as just like the games it's inspired by it's a transparent cash grab.

System

The author has very graciously released the entire Sixtacular system under an open game license, which shows his talent extends to borrowing things from Wizards as well as West End Games. It's just the proto-D6 System ruleset from Ghostbusters RPG, but with a few changes cribbed from GBI.

Muscles and Moves have become Action. Brains is completely unchanged Brains. Cool still exists, but the fourth stat Contact incorporates elements that Cool and Moves used to cover. You still assign 12 points, between 1 and 5 to these. Talents add 3 extra dice just like with the original.

However, new to Spooktacular is the Archetype mechanic, which gives you 6 (or 12, if you want weirder ones) mini-splats to give your character something cool to do, generally spend Brownie Awesome Points on.

Equipment rules in Sixtacular are nonexistent: the best the rules can offer is "figure it out yourself, lol." The Spooktacular rules themselves handle this a little better, but it's very minimal, with every character getting a Proton Pack Etheric Ray Thrower plus two more choices from the list of important gear, and the group as a whole getting a Ghost Trap. Much like the first Ghostbusters RPG the rules mention that Equipment Cards are a good rules-lite choice to handle encumbrance, then it completely fails to provide them even in the PDF.

Setting

Blatantly phoning it in here, since Cluney is a fa/tg/uy and knows that everyone to skip this crap and run with a Ghostbusters franchise in their hometown. There are three paranormal investigation companies briefly detailed in the book, namely Wraithzappers, Ghost Rooter and Phantom Finders. The book encourages groups to invent their own, and are helped by a table to generate the name, so look out for Creature Eaters, Specter Keteers and Curse Dusters. There's no overall setting (except for the obvious), although the book has a short section on how paranormal investigations would look in a number of locales.