Ghostwalk: Campaign Option (Dungeons & Dragons Setting) this question feed

asked by nexus on November 27, 2006 9:46 PM
The city of Manifest rests atop ruins from ancient times and far above the entrance to the land of the dead. Here, the world of the living is shared equally with the deceased, who linger in physical form before finally passing through the Veil. Whether currently living or dead, residents and visitors are assured of an eternity of action and intrigue.

Ghostwalk contains everything needed to run a stand-alone campaign in and around the city of Manifest, or to integrate it into an existing world, including rules for playing ghost characters and advancing in the new eidolon and eidoloncer classes, several new prestige classes, over 70 new feats and 65 new spells, three complete adventures, four highly detailed encounter sites, and fourteen new monsters and templates.

To use this accessory, a Dungeon Master also needs the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. A player needs only the Player’s Handbook.



Reviews

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The product has a new campaign setting for use to spice things up a bit if necessary. If you're looking for a plethora of new feats and classes for PC use, you'll probably be a bit dissapointed. That being said, still some good material to pull out for your campaign
reviewed by squeege on November 28, 2006 9:09 PM

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You have a great 20th level character, he flubs his saving throw, he dies!...

...so his friends take him to the party cleric or the local high temple and get him resurrected.

As with most of the books from Wizards of the Coast, this, too, is not needed. Anyone with a brain and a smidgen of imagination (and if you role-play, you have to have it) can change a few details of the pre-generated undead in the Monster Manual and save themselves $30.

You want innovation? Go to Green Ronin.

reviewed by localhost on November 29, 2006 3:12 PM

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Like a lot of newer D&D stuff, Ghostwalk's application in games is up to the player. As a standalone game it is fair, though its ties into the D&D cosmology poses more questions than it answers.

It is best used as a meta-setting the same way that Planescape or Spelljammer are used. Making a few assumptions helps this game truly shine and answer some of the great unanswered questions of the D&D Cosmology:

Assumption 1-
Each prime has a "ghostwalk" leading to a distinct True Afterlife maintained by the gods of their world.

Assumption 2-
Souls that "willingly discorporate" in the True Afterlife are lead into the Well of Souls and out into the Planes.

Assumption 3-
Demihumans everywhere go through the Etherial voyage mentioned in the book, however in most primes the etherial boundary is too thick for ghosts to manifest through sheer will--so they either remain stranded or embrace the seductive power of the Negative Energy Plane into themselves, becoming corrupted into undead forever, even in the True Afterlife.

This resolves a lot of questions. What's the difference between the dead and undead and why do the undead have a connection to the Negative Energy Plane?

With infinite Prime planes, why isn't the flood of souls to the Outer planes neverending?

How do dead folks get to the planes?

If Ghostwalk is it's own cosmology, why does it mention the planes and intrinsically D&D characters like Orcus?

But yeah, Ghostwalk is a lot of fun. The entries on the various cultures are awesome, the listing on the city of Manifest is great. It contains the origins of the Yuan-Ti, which by itself is reason enough to get the book. The authors really put did put some quality effort into this--the writing is very polished and the artwork is very impressive on the whole. The absence of a name for the game world is very strange, as I would like at least a suggestion of what to call the world where this all happens, but otherwise an excellent setting.

reviewed by janmueller on November 29, 2006 7:04 PM

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Who hasn't felt the sting of pain when a favorite character dies? What to do? Do you make a new character or spend the agonizing hours trying to rebuild the character that just died after suffering the level loss? No more, I say! Just pick up your corpse and keep adventuring. Ghostwalk allows characters to do just that, and in addition provides a well fleshed out setting and ethos for the adventure. I heartily endorse it.
reviewed by blueoasis on November 29, 2006 7:16 PM

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Half of this writing team has reinvented D&D over the past four years, so much that Monte Cook went on to found Malhavoc press (to an even greater success) and produce superior supplemental rulebooks for all aspects of the game. His contribution to this campaign setting acheives no less. The feats, spells, setting, and character concepts are unique and hitherto unseen in the game of D&D. Adventuring in the afterlife world of Ghostwalk redefines what it means to live and die in D&D.
reviewed by benzdrives on November 29, 2006 7:27 PM

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