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Green's Guide to Ghosts
 

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Green's Guide to Ghosts
Publisher: 12 to Midnight
by Chris G. [Featured Reviewer]
Date Added: 04/29/2007 00:00:00

It is nice to once again see a product that details the finer art of Ghost Busting. What really amazes me is how well the two products work together and have very little duplicated material. It is rare to see that in the d20 market. Usually books that cover the same subject cover the subject in mostly the same way. But with this and with RPG Object?s Blood and Ghosts people will get two products that work well together.

Green?s Guide to Ghosts is a PDF by the guys at Twelve to Midnight. This forty eight page book has a nice lay out and some good art. The book is well book marked and come in both a print version and an on screen version. The on screen has the art, color, and just looks really good. The print version is black and white and still well laid out. They did a nice job with the look of the book.

The book is one of the rare ones that has little for the player. It has good equipment but no classes or feats are in the book. I should probably repeat that since in this day and age of d20 a book with no classes and no feats or even skills or player options is unheard of. Heck, a lot of adventures seem to have the random feat and class in an appendix these days. The book has adventures for running this type of game. That is actually what I was hoping for from this book. 12 to Midnight has not made a lot of books, but their adventures have really been good. I was pleased to see that their style and skill for adventures was used here.

There is some really fun stuff in here. I like the template that turns a character into a ghost. The options that opens up for role playing and for seeing characters die and come back is great. There is a table for s?ances. There is a chance on it that the medium will be taken over by the dead grandmother of one of the players. There is a great ten tips for running more horror based games. It has some nice simple tips to really help the game happen and be a little more scary and less campy.

I do not like to give spoilers for adventures so I will just say there are some cool adventures here. They have three that are fully written up. None are that long but can easily be stretched out and a good DM can really use them to start some greater. Even better are the little adventure ideas in here. They have a little less then fifty adventure ideas in here.

As I said in the first paragraph I am really impressed on how well this goes with Blood and Ghosts. That one is more player oriented The equipment lists do cover some of the same material but for the most part they compliment each other nicely. I also want to mention that the book works well for Orpheus, a White Wolf game that is about ghost hunting. The rules for that game are not d20 but the ideas can be used together. Orpheus does have a much bigger plot oriented to the game with a lot of the assumptions on ghosts fully detailed in there.

Green?s Guide to Ghosts does a nice job of presenting the supernatural for a D20 game. They also have the book designed for Savage World and while I have not seen that version, it is really cool to see other game systems being supported for this book.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
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Green's Guide to Ghosts
Publisher: 12 to Midnight
by Megan R. [Featured Reviewer]
Date Added: 04/28/2007 04:11:22

An RPG Resource Review:

This work provides a good overview of ghost-hunting for pleasure or profit, presented in the main as if narrated by Jackson Green - a recurrent ghost-hunter NPC used by 12 to Midnight. He offers an interesting throwaway line that GMs who enjoy conspiracies as well as the supernatural might like to exploit: that the book is aimed at 'real' would-be ghost-hunters but dressed up as an RPG supplement to avoid the attentions of certain government agencies...

The first section deals with the 'tools of the trade' - all the equipment that the well-prepared ghost-hunter might wish to have along with him. There's a wide range of stuff, from the practical to exotic electronics, and the necessity of a container to carry it all in is not forgotten. The only flaw is that there's no price list for those groups who don't like the D20 Modern 'Resource' system, but as most of the items exist in the real world it shouldn't be too difficult to knock up a price list.

Next comes a good introduction to the art and craft of ghost-hunting... how to go about it, precautions to take and even a few tips on how to avoid getting arrested! Much of this is of equal value to player or GM, although some GMs may prefer that their players don't read the GM-specific bits. It's unlikely to cause too many problems if they do, however.

The next section looks at Ghosts, with details of the different sorts that may be encountered including their statistics in monster terms. Only a very knowledgeable ghost-hunter would have much of this information at his fingertips, so players might do well to avoid this section until they have at least met a few ghosts in game.

Next comes three adventure outlines. Unless you like to improvise, you may wish to develop them a bit further before use, although the main details you'd need are provided. While intended to be run in Pinebox, 12 to Midnight's campaign setting (a fictional Texas township), they'd transplant readily to any other location that you prefer.

The final part is a glossary of 'supernatural' terms, which is liberally provided with one-paragraph adventure seeds based on many of the terms mentioned. There's a lot of good stuff there, which can be sprinkled into any modern campaign where the supernatural happens, or used as extra adventures in a ghost-hunting oriented campaign if that's the way you've chosen to go. Naturally, you'll need to work out a lot of the details for yourself, but the starting points are there to get you thinking.

Presentation is excellent, although it does look as if someone was careless with his coffee cup! There are some photos - including supernatural events and the sort of pictures that ghost-hunters present as evidence of the existence of ghosts. Oh, and there are links to some real ghost-hunting websites for those looking for further realism to add to their game, or to research a few more ghost stories to present to their players.

If you intend to run a campaign in which the supernatural is even possible, let alone an actuality, this book is well worth reading (even if D20 Modern isn't your chosen game system). It could even provide a good basis for a bunch of ghost-hunting NPCs who pop up and pester characters doing something quite different in a contemporary setting... the thought of some turning up someplace where a bunch of spies are conducting espionage activities, for example, has possibilities...



Rating:
[4 of 5 Stars!]
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Green's Guide to Ghosts
Publisher: 12 to Midnight
by John G. [Verified Purchaser]
Date Added: 04/24/2007 00:00:00

"The one thing I?m sure of is that you have gotten your money?s worth from this product..." - Ed Wetterman, co-author

You said a mouthful, brother! Ever since Skinwalker, which was a complimentary review copy for me, I've expected great things from 12 to Midnight and Green's Guide to Ghosts is no exception! Whether you are a real-life ghost-chaser (a term I prefer) looking to introduce such activities to your game, or a gamer with an interest in the supernatural, this book is a resource that simply must find a place on your gaming shelf!

Inside, you will find a wealth of information on the subject of ghost-chasing, all drawn from real-world equipment and experiences! All the goodies the professionals use can be found herein, as well as five ghostly templates, three adventure ideas (in enough detail that you could run them off the cuff), a lexicon of ghost-chasing terms, web resources, and of course, everything you need to know to add a little haunting to your game. And if you happen to be interested in real-world ghost-chasing, consider this a primer to the field. The material may be fictitious, but the resources are real.

Don't even THINK about trying to run your next modern-day horror campaign without consulting this book first!<br><br> <b>LIKED</b>: Everything! Although, if I had to choose one thing that stands out for me, I like the way that the material is presented as though Jackson Green (your "guide") were a living, breathing person. Those of you familiar with other 12 to Midnight products will know what I'm talking about. If not, pick up one of their PDFs and see. It really make a difference.<br><br><b>DISLIKED</b>: If I had any problem at all with the product (and it's a stretch), I would have to say that I would like to have seen more details on other kinds of ghosts and perhaps a few notes on real-world "haunted" locations, such as Borley Rectory.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
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Green's Guide to Ghosts
Publisher: 12 to Midnight
by Joseph B. [Verified Purchaser]
Date Added: 10/29/2005 00:00:00

12 to Midnight is fast becoming one of my favorite game companies. I love everything they do, from their epic d20 Modern horror adventures like Bloodlines and Last Rites of the Blackguard, to their Pinebox Texas campaign setting. Green?s Guide to Ghosts is no different.

If RPGObjects?s Blood and Spooks is Ghostbusters, that Green?s Guide to Ghosts is the SciFi Channel?s reality show Ghost Hunters. In fact, these two books compliment each other nicely with very little overlap. There?s a little more fluff than crunch in this book, but it works and it?s good campaign building stuff. The dozens of plot hooks and adventure ideas alone are worth the price of admission. I really like the Lost Soul template, which can be customized to fit the particular type and power of ghost you want in your adventure: Lesser Manifestation, Poltergeist, Atmospheric Ball of Energy (ABE), Phantom and Dominating Spirit. Other nice touches include a table of twenty random s?ance events and a lexicon of ghost hunting terminology, most with an adventure idea as well! There?s also a very simple, elegant mechanic for exorcism that any character can use.

Green?s Guide to Ghosts is an excellent addition to any d20 Modern horror campaign. In fact, that can be said of everything 12 to Midnight releases. And this just may be the only time you see a New York City Liberal singing the high praises of anything from out of Texas! (Yes I caught the Modern Dispatch #34 in-joke: Kerry McGovern indeed!)

Only joking - keep up the great work, guys, and I look forward to seeing more! <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
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Green's Guide to Ghosts
Publisher: 12 to Midnight
by Jerome L. [Verified Purchaser]
Date Added: 08/17/2005 00:00:00

Greens Guide to Ghosts works extremely well, in my opinion, with d20 and the horror genre as a whole. It's style of writing is very much a 'Ghosts for Dummies' format which shouldn't turn anyone away.

When you run as many games as I have in the past you often find players drawn to the genre, but incapable of playing it.

Green's Guide to Ghosts fills that void excellently by giving players terminology, facts and opinions, and real gadgets used in todays world.

While Green's Guide to Ghosts wont cure the lazy player who can't be bothered to study a little, it definately wraps the subject matter in an attractive and tempting morsel to draw them out.

A must to own if you want to run d20 horror and/or have new players you need to break in.<br><br><b>LIKED</b>: Pretty much everything. Pictures were well done. Glossary in the back was a great addition. Equipment list was good. All in all, a great buy.<br><br><b>DISLIKED</b>: One major quirk and this might be me personally. But I did -not- like how the book jumps narrative back and forth, sometimes in the same paragraph it seems. If I want to read remarks from the character narrating the subject to me, mark it as such so I can follow. I caught myself having to re-read a couple of spots that seem to jump back and forth from a game creator to NPC telling me about the book.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
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Green's Guide to Ghosts
Publisher: 12 to Midnight
by Don D. [Verified Purchaser]
Date Added: 07/28/2005 00:00:00

12 to midnight has delivered a very useful guide here. Its everything you need to run a good ghost hunt. I found the equipment list very useful as well as the different game/story ideas. There are three extensive story ideas as well as numerous short ideas. I'll be using a few of these. It is also entertaining in the way its written. Its written from the point of view of one of 12 to midnight's main characters. This makes it more fun to read than the usual bunch of dry rule sets that are out there. <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
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Green's Guide to Ghosts
Publisher: 12 to Midnight
by Michael D. [Verified Purchaser]
Date Added: 07/25/2005 00:00:00

An excellent introduction to the science of ghost hunting for d20 Modern. Includes equipment ideas, rules for running a hunt or conducting a seance, templates for various ghostly encounters, and GM advice with three scenario ideas. <br><br><b>LIKED</b>: Everything was in character - from the (OK, lame at times) voice of paranormal investigator Jackson Green to photographic art that could be used in game.<br><br><b>DISLIKED</b>: The glossary, while extensive, includes things that go unmentioned in the body of the rules.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
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Green's Guide to Ghosts
Publisher: 12 to Midnight
by Jason C. [Verified Purchaser]
Date Added: 05/23/2005 00:00:00

This is a really interesting, atmospheric book, which describes ghost hunting in RPGs as being a lot more like what "ghost hunters" in the real world actually do rather than being like Ghostbusters. The science fiction in this is kept to a minimum, focusing instead on the spookiness of ghost hunting.

There's a lot here - equipment, a new system for determining the results of ghost hunts, and some stuff about ghosts themselves. It's a very meaty supplement, as the authors note, it's far beyond a simple, short "teaser" about a ghost hunting game - this plus D20 Modern is all you really need to run a fantastic and creepy game.

It could also be used easily with D20 Call of Cthulhu, Blood and Relics, or (naturally) Blood and Spooks.

All in all, I highly recommend this PDF.<br><br><b>LIKED</b>: Great material, good concept, well-fleshed-out, very flexible.<br><br><b>DISLIKED</b>: The in-character narrator dude, when he becomes 'audible' in the book, is pretty lame.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
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Green's Guide to Ghosts
Publisher: 12 to Midnight
by Neal H. [Verified Purchaser]
Date Added: 03/25/2005 00:00:00

Green's Guide to Ghost is the first and only RPG accessory to any horror system that I'm familiar with that gives players and narrator's the tools to roleplay a ghost study/hunt. I've tried them all, Chill, CoC, etc., and while they're fun, this is where its at to play the spookiest, most realistic ghost chases. This fills a huge hole in the D20 Modern line for horror enthusiasts. I can't say enough good things about this product.<br><br><b>LIKED</b>: The ghost hunting equipment is realistic and not Ghostbuster's type tech. The description and categorization of the types of ghosts is excellent and should be used by anyone gaming with ghosts.<br><br><b>DISLIKED</b>: Not much. There's a couple of minor spelling and grammatical issues, but those are forgivable considering the quality of the work.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
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