- June 24th, 2008, 7:28 pm#53264I only own some of the books from the first release of the role playing game, but I own all of the books for the second edition, rightfully called Ghostbusters International. The entire aim of the RPG is that Venkman after the events of Ghostbusters II has gotten his wish and Ghostbusters is expanding as a franchise opportunity around the world. Page 4 of the rule book has a nice pullout that deserves to be framed as it's a letter of acceptance from Louis Tully that you're the newest franchise and is all very official looking.
Other things that strike as really good explinations are how the proton pack works. "Proton Packs have two basic settings. The "attack" setting is the major one. A successful hit by a proton pack's stream lessens ghostly Traits. The "containment" setting is used to form a cage around a ghost and move it to wherever the Ghostbusters please."
Sound familiar? Like the upcomming Video Game mechanics?
"Crossing two proton streams set on attack results in a catastrophic explosion. This explosion is so catastrophic, in fact that, crossing the streams can only happen when done on purpose..."
"Giga-meter: One of Spengler and Stantz's latest inventions, the Giga-meter measures psychomagnetheric energy in GeVs - gia electron volts. Works really well at detecting mood-slime."
As for Ghosts, this information is more abundant from the first addition of the RPG:
"Class Three: Anonymous Hauntings. Distinct human form and personality is evident, but former identity is not established. If established, ghost is reassigned as a Class IV. Often difficult to deal with, Class III ghosts generally possess sophisticated means of defence.
Class Four: Identity established. Distict human form and personality with known identity, such as General Custer or Cleopatra. Economic disposal methods include research into the background of said entity, as well as possible communication with it.
Class Seven: Metaspectres. Obsessively malevolent, exceptionally powerful, and exhibiting control over supordinate forms, such entities are potentially very dangerous. These are often identified by primitive cultures as "Demons". Entities which fit this classification include Gozer the Gozerian and Vigo the Carpathian. Neutralizing them is usually a problematical undertaking at best. Most standard procedures are futile. The most realistic plan is to take measures to prevent these things from entering this sphere of influence in the first place."
Of course all the other classes up to 7 are covered. In my book, it dosn't get hire than seven. It also goes over what things like free floating means, focused, repeater and other words ray uses to describe ghosts. It also gives the full name of some of the book sof Ghosts used in the movie, like Roylance's Guide to Secret Societies and Sects, Tobin's Spirit Guide, and Spate's Catalogue of Nameless Horros and What to Do About Them.
And of course there's a full TObin's Spirit guide published with entries on big bad ghosts from all around the world including Sam Hain, and the Gozer Cult.
With the majority if not all of the data the RPG gives, and just how well it fits into the universe I find it hard not to consider it canon. Sometimes it seems as if they're in fact writing from Dan Aykroyd's head.
-Dan?