Retrospective: Ghostbusters

Roleplaying games based on officially licensed properties started appearing quite early in the history of the hobby. FGU's Flash Gordon & the Warriors of Mongo is the first that I can recall, unless you wish to count TSR's Warriors of Mars, which is, in my opinion, something of an edge case – and it wasn't officially licensed at any rate). Others soon followed, like Heritage's Star Trek (and FASA's too!), SPI's Dallas , Chaosium's Call of Cthulhu and Stormbringer , ICE's Middle-earth Role Playing , and many, many more. 

I mention all of this because I think it's sometimes easy to forget, especially on the old school side of the hobby, that gamers have long been quite keen on playing around in fictional worlds originally created for mass media. Much as I valorize the inventive and often idiosyncratic settings unique to RPGs, I'm also a big fan of a couple of games that make use of licensed settings and think the hobby would be diminished without them. If nothing else, licensed roleplaying games can serve as a useful entrée to newcomers.

Though I suspect that Star Wars: The Roleplaying Game, released by West End Games in 1987, is the most well-known (and successful?) licensed RPG ever, at least some of its success depends on another West End RPG, released the year before: Ghostbusters. Subtitled, "A Frightfully Cheerful Roleplaying Game," Ghostbusters is an unexpectedly good game, boasting not just a good sense of humor, as you'd expect, but also a solid and easy to use set of rules. Looking at its designers – Sandy Petersen, Greg Stafford, and Lynn Willis – this should come as little surprise. What still surprises me, though, even after all these years, is that it was Ghostbusters that gave the world not just the core of the system later used to excellent effect in the aforementioned Star Wars RPG, but also gave it the now-ubiquitous dice pool method of resolving in-game actions.

Characters in Ghostbusters have four ability scores, called traits – Brains, Muscle, Moves, and Cool – that are each given a numerical rating representing the number of six-sided dice rolled when making use of that trait. Players can associate a talent with each trait. Talents are more or less skills, like brawl, convince, or parapsychology. When a character makes use of a talent, he gets an additional three dice to add to those already provided by his trait. Other things, like equipment, can add to the pool of dice a player rolls as well. The sum of any roll is then compared to a target number assigned by the referee (called the Ghostmaster), based on its difficulty, success equated with meeting or exceeding the assigned target number.

If you understood the foregoing description of Ghostbusters' game mechanics without any trouble, that's because they're now well-established and commonplace, but that wasn't the case in 1986, when the idea of dice pool was somewhat exotic, at least in the circles in which I moved. As I already mentioned, Star Wars borrowed and further developed this system, which is no surprise, given that the two games were both West End products. What's more remarkable, I think, is that games like Ars Magica, Vampire: The Masquerade (and its sequels), and Shadowrun all evince the direct or indirect influence of Ghostbusters, making its mechanics, along with those of Dungeons & Dragons and Basic Role-Playing, among the most enduring in the history of the hobby.

Ghostbusters included or popularized several other mechanical innovations, such as the use of "brownie points" with which a player could influence the result of dice rolls, potentially blunting some of their negative consequences. "Hero points" of this sort were nothing new by this point. However, Ghostbusters enabled a player to gain more brownie points for his character through good roleplaying and achieving his character's stated goals. I can't say for certain that nothing like this had ever been done before – I'm pretty sure it had been – but, at the time, I found it revelatory. At the opposite end of the scale, the game included the "ghost die," a special six-sider where the 6 was replaced with the Ghostbusters logo. The ghost die is used in every roll and any roll showing the logo indicates a negative consequence of some sort, even if the roll is otherwise successful. Again, it's old hat now; in 1986, though, this was genuinely innovative.

Another aspect of Ghostbusters that I think deserves special praise is its basic premise. Unlike some licensed RPGs, which assume the players will take on the roles of existing characters within the media property, Ghostbusters assumes the players will create their own Ghostbusters, who are franchisees of the original, New York-based Ghostbusters of the 1984 movie. The idea is that the player characters are the local Ghostbusters of their hometown and their adventures should reflect that fact. I think it's a great set-up and, even at the time, I felt that it was a good basis for making more Ghostbusters movies, with each one taking place in a new city with a new cast of characters. 

I really enjoyed playing Ghostbusters when it was first released and still look back fondly on it. Sadly, I no longer have my copy and trying to replace it is prohibitively expensive. It's a very underrated RPG for one that is so well designed, influential, and fun. I wish it were more widely known and appreciated today.

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Published on May 03, 2023 09:43
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