The Ghostbusters RPG from 1986 was a major step forwards for West End Games – as well as being their second RPG after Paranoia, it was also their first major foray into producing RPGs based on a licensed franchise and the first game to use their D6 System, which would go on to power their Star Wars RPG and a whole host of other games besides. It also came out at a golden time for the Ghostbusters franchise – the original movie had been out for a couple of years, the Real Ghostbusters cartoon series was just kicking off, and Ghostbusters II hadn’t yet emerged to take the shine off of things. It was a magical time when it felt like everything Ghostbusters was gold, and fortunately the RPG was no exception.
Unusually for the RPG market it was produced as a collaboration between two different publishers, with Chaosium along for the ride. Based on the fact that Chaosium’s Sandy Petersen, Lynn Willis and Greg Stafford are credited with design whilst various West End regulars of the era were credited with development, it feels like the basic principles of the game system were cooked up by Chaosium, whilst West End Games handled the presentation of those ideas, writing them up and offering a swathe of introductory adventures and adventure ideas and referee advice. In particular, the text of the game is written in that highly readable and very funny style that West End had perfected in its better Paranoia releases.