MAIN GAME MODES
1. Adventure Mode
is the “normal” mode and consists of a GhostMaster telling player characters what the situation is, then the players say what they'll do. No “turn sequence” yet. Players do something or go somewhere, and it's the GhostMaster again tellin' them what happened and what the situation is now. Any time the situation calls for brain or brawn or some other attribute from the player, they'll have to perform a dice roll. To do so, see The Universal How-Much System…
GhostMasters are encouraged to present each game as it were a (GB) movie, you know, introductory scenes, some encounters, a (big) climax and all the stuff that makes movies great.
(Don't forget: they're divided into Scenes)
Even if all players would end up in the hospital and out of the adventure, an “Epilogue” is in order, telling them how the world was eventually saved, or how the menace was just delayed (for a future adventure).
Don't forget to keep it humorous! Again, like a Ghostbusters movie.
Whenever a fight ensues, the game degenerates into some sort of an ordinary board game:
2. The Combat Rounds
Put your miniatures on the hexagon paper. We should have two opposing forces now (like a team of Ghostbusters vs. a ghost… or ghosts) set in the position/distance they were in when they decided to fight it out. There's “rounds” now, where everybody can move THEN attack. (Nonviolent actions/rolls as you would attempt in the normal mode take up your movement, not your attack!)
How many hexagons will you Move? You'll see everybody's got a “Moves” value, simply use that number. (You can use the “Run” value instead if you happen to have “Run”)
“Moves” is also useful to determine turn sequence: the who-goes-first thing.
(If same “Moves”, use the “Cool” value for this. If same “Cool” – let GM decide)
(This all applies to enemies as well as players. Sequence can be player-enemy-enemy-player…)
Players can run away from combat. If they become Unconscious, they're out of the fray, too.
Combat Rounds end when an entire force is out of the fray. Like the ghost(s) bein' trapped.
*** Need hexagon paper / maps? See Adventure Writer Classic For Windows' Demo Map Viewer!
http://www.digital-alchemy.net/awwcinfo.shtml3. The Routine
Believe me, you don't want to know.
Good thing you can face just about anything with help from….