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Ghost/Echo

I recently had a chance to play Ghost/Echo as a pickup game in a convention.

I hadn't really understood it from reading it so I was glad to be able to learn from playing.

It is in fact a remarkably simply setup. There is a worksheet with words and the intro to the game is just:

//WHILE HUNTING FOR LOOT IN THE GHOST WORLD, YOUR CREW WAS SOLD OUT. YOU'VE WALKED RIGHT INTO AN AMBUSH, WITH HUNGRY WRAITHS ON YOUR HEELS.

None of these things are defined in the game and discovering what they mean is part of the gaming: "playing to find out".

By choosing names from the sheet and building on them you start to create the backstory as to why the crew is here, what they are after, what the Ghost World is and what they are going to end up with.

In our particular game it was rather like a magical cyberpunk game with the Ghost World either a data projection or a parallel dimension accessed through rituals. Wraiths were capable of tainting the crew and therefore trapping them in the Ghost World. There was a lot of revealed love, betrayal and complex relationships between the crew so we didn't get to the bottom of what they were trying to take from the Ghost World.

It was a pretty enjoyable pick up game and probably best when kept focussed at around 30 minutes rather than sprawling. If you like it then it probably rewards another focussed game building on the previous story than a long session.

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