InSpectres is a lot of fun.
It’s a tabletop
The core mechanic involves
Similarly, when faced with something scary or otherwise stressful–which happens a lot to paranormal investigators–the player rolls a number of dice equal to the force of the stress, and lower numbers provide bad results, including the loss of dice from attributes. Once all of a character’s attribute dice are gone, the character freaks out and retires from that particular job (and possibly from the ghostbusting franchise).
That’s most of the system. The franchise itself has a couple of attributes that can be called upon in dire circumstances, and there’s also a “confessional” mechanic, that lets players add facts to the world by narrating an aside,
In play, we had a great time. We decided to play a small franchise in New Orleans, that was invited to investigate strange nightly noises in an old government building that once served as the governor’s mansion. The PCs faced down various ghosts wandering the cubicled building before discovering that the top office doubled as a seance chamber. Further paranormal hijinks ensued.
The rules describe a 10-die job as “easy” and a 30-die job as “hard.” We started with a 10-die goal, but within an hour upped the goal to 20, as the players quickly gathered job dice with few ill effects. Indeed, we finished the 20-die mission after losing only a couple of attribute points per player. A 10-die job seems trivial, though perhaps the players were rolling well.
The system’s simplicity let us get to the action quickly, which is critical for a
InSpectres fits its genre almost perfectly. The only downside is that it fits this genre only. However, if bustin’ makes you feel good, I’ve found no system better than InSpectres.