(I'm new to this community, so I apologise if I've put this post in the wrong place.)
My family and I recently had a go at One.Seven Design's Ghost/Echo and, as requested, I'm posting about it here. We had a really great time of it. My thoughts on the game itself, as well as great moments from play, are below, but first... Our answers to the suggested questions!
Why does your crew need loot? So we can buy stuff with it and be stinking rich.
What ghost members do your individual crew members posess? Since Ghost/Echo is extremely cyberpunk, I allowed the players to carry over their ghost powers into the real world. We had Grip, the expert hacker of the team who could grab onto or strangle anything, Vixen, a fox/human DNA combination with a weaponised tail, the ability to jump far higher than a human, and deadly skill with a flechette pistol, and Hull, who had a very strong north-of-England accent that allowed him to talk directly to computers without having to interface his mind to theirs.
What is the ghost world? The internet as seen through the eyes of someone jacked into a computer. It manifests itself as an apocalyptic/post-apocalyptic landscape, full of ruined and burning buildings.
What is the real world like? Clean, sterile, and run by megacorporations.
What are Echoes? The ghosts of improperly deleted data. They live on hard drives across the world, pining for someone to acknowledge their existence. Whenever you drag a file to the recycle bin instead of using a secure file-deletion program, you've created an echo.
What are Wraiths? Anti-intrusion and computer security AIs, which manifest in a variety of threatning forms within the ghost world.
I went into this thinking that I was going to have a very hard time coming up with mechanics to fill in the blanks. As it happened, we ended up using it more as a LARP in some cases -- players would break off to talk to one another "in character", revealing a convoluted romance in Grip and Vixen's history -- but when it came down to dice rolls, the systems given in the document were more than adequate. The lack of a concept of stats or bonuses is actually a boon in as nebulously defined a game as this, as it normalises difficulty and allows for some unexpected stunts. At one point, Hull wound up threatning a crooked doctor with a handgun in a crowded bar. He rolled and, against all odds, he got away with it.
If there's one problem with this game, it's the list of "others". Coil, Grip, Demon, and Vixen sound like genuine members of a cyberpunk hacking crew. Hull might be a bit of a miss, but it still fits. On the other hand, the "others" list, while it does have some good names, also has a lot of proper nouns that don't really fit. This is just my personal opinion, but I struggled to come up with an idea of what Cable, Wheel, Banner, Latch, Chain, or Lake would look like, think like, or talk like.
Apart from that, it was a really interesting game and good fun. I quite like a lot of One.Seven's stuff, and this was no different. I'm inexperienced enough that it's not quite my place to make recommendations, but if it were this would definitely be on my list.