ting campaigns, the objective is simplyto get to the next assignment and threatsmay or may not occur along the way. Thegoal in an episodic campaign might be aweapon, a source of knowledge, a friendin need of rescue, a teacher or knowledgeableforeign scholar for example.A journey needs a route for the PCs tofollow. On a journey with a goal, thereis often only one route, whether it’s asclearly marked as the Yellow Brick Roador completely unknown. But there maybe alternate routes. And when the PCsmust turn tail, the choice of which directionto flee is often wide open.There also should be perils along theway. Even in flight from an enemy, somerandom encounters such as bandits ornatural hazards should interrupt. Thejourney could pass through unsettled,lawless or war-torn regions.The journey should be long; the countriesit passes through should be toolarge for the travelers to see all at once.To maintain a sense of the unknown,maps should be old and incomplete andAdventure SeedsThe DisappearedProfessor Cornwall has called twice asking for help from the <strong>Ghostbusters</strong>.His phone signal breaking up before any relevant information canbe exchanged. The calls are dismissed as pranks until a background checkreveals that Cornwall has been missing for the last 24 hours and this familyand university colleagues are worried about him.Another call and the Professor explains that he has been on the run fromaliens who want to capture him. The <strong>Ghostbusters</strong> agree to meet him, assumingthe man has had a nervous breakdown. When they arrive at thedesignated time and place, they find the dishevelled and haggard Cornwallhiding in some topiary. As he explains his predicament, four blue-skinnedaliens with bulbous heads approach. “Give us the one called Cornwall!”The Aliens crash landed on Earth in 1804. Their propulsion system damagedbeyond repair, they began looking for fuel to power their emergencyescape system. Hybernating while their automatic systems searched forthe fuel, they would come out of suspended animation whenever the rightpower source was found — humans with a very unique brain wave pattern.Professor Cornwall is the last person they need for their plan to work.The aliens aren’t stealing brains, but actually putting the humans in stasisuntil they can find enough to power their teleportation device and gethome — but the <strong>Ghostbusters</strong> don’t know this.Whether the aliens escape, and what happens to Cornwall is up to theplayers, but the GM should keep in mind that the Cornwall is not the firstperson the aliens have tried to kidnap. Check out the List of people whohave disappeared at Wikipedia to cherry-pick interesting people who havevanished throughout history and may now be standing in the spaceshipwaiting to be rescued.The Little House in the WoodOne cloudy morning, a little cottage was found to be standing near awooded patch in the city’s biggest public park. Police were called in byanxious parents who claimed that an old woman was trying to lure theirchildren into the house. A few officers went in to arrest her, but only pigsemerged from the building. When cops get turned into pigs in a housemade of sponge toffee, who ya gonna call?The witch (obviously) is corporeal and can use any spells the GM thinkssuitable — and funny. The <strong>Ghostbusters</strong> may need to use Diplomacy andFast Talk instead of proton guns to deal with this situation.While discussing the merits of a child-free diet and city building ordinances,a house walking on giant chicken legs struts into the clearing…guides unreliable or even traitors to yourplayers’ cause.A quest may have unusual goals. Odysseusand Dorothy Gale just wantedto go home; Frodo Baggins wanted todestroy a magical treasure; Moses waslooking for a new home for his people.In the natural world, many journeystake place by sea. They can also passthrough the supernatural world, as inDante’s tour of Hell, Purgatory, andHeaven.Quests and perilous journeys are oneof the easiest types of adventure to turninto a campaign. Just make the journeylong and the goal distant and elusive ormobile as well. It’s worth recalling thatmodern journeys can also be brief; asingle session of travel is an excellent interludebetween two longer story-lines.One vital feature in a prolonged journeyis way stations along the route. Letthe travelers come upon an inn, a monastery,or a hidden valley. This givesthem a mark of progress and a chanceto recover their strength and make newplans. If they want to hurry on as quicklyas possible, let them; if they prolongtheir stay, entangle them in local activitiesand new problems.InvestigationsInvestigation scenarios provide alow-violence gaming option. But investigationcan lead to confrontation whenthe adversaries and their purposes havebeen exposed – or earlier, if they takenotice the investigators! This formula ismore familiar in modern settings and astaple of the <strong>Ghostbusters</strong> genre.If any kind of fantasy works with investigativescenarios, this is it. The heroesface supernatural threats, detectingwhere evil or horror has infiltrated humansociety and determining how it canbe counteracted are central to this typeof adventure.An investigation needs a suspect.Typical human suspects are cult leaders,mad scientists, occultists, and otherassorted madmen. This being <strong>Ghostbusters</strong>,the GM need not limit his quarryto the living.An investigation also needs a victim.If the suspect isn’t insane, then the targetedvictim is normally an individual, afamily, or a business.The suspect has a scheme or plan.Two types of investigations diverge atthis point: those where the plan has96 Adventures
een carried out and the goal is to captureand punish the suspect, and thosewhere the plan is in progress and thegoal is to prevent its completion.Something has to keep the plan secret.In a world with functioning magic,this can be difficult; one successful divinationcan ruin a scenario. Either limitwhat magic can reveal, perhaps to a fewwords, or give the suspects their ownmagical concealments.However, there should also be clues;that is, the suspects’ actions should leavetraces for the investigator to uncover. Incoming up with clues, it’s dangerouslytempting to work out a complete listand try to point the PCs toward findingthem. This approach can feel contrivedand could provoke resistance. Be preparedto improvise new clues; often theinvestigators’ methods of learning thetruth can provide useful ideas.An important variant on investigationis magical investigation: trying to identifythe powers, or the origin, of a magicalobject, or trying to learn the source ofand how to counter or reverse a spell.Making a single investigation thetheme of an entire campaign is difficult.In a typical <strong>Ghostbusters</strong> campaign theplayers will come up against a successionof cases, some may be the work ofthe same master villain or agent of evil,whom they may never touch… unless,perhaps, that is the climax of the wholecampaign!Adventure SeedsThe AtheistHerbert Dorsey was a man without faith, but a very rich man who neveroverlooked any risks no matter how unlikely. When Dorsey died, the dictatesof his will were put in abeyance. It stipulated that before the estatecould be distributed, the <strong>Ghostbusters</strong> were to be paid reasonable compensationto come out to the cemetery and “check up on him”.The PCs will arrive at the grave, accompanied by Dorsey’s lawyers, hischildren, and his brother (each having a stake in the dormant will). Usingecto-goggles and special video recording equipment, they will indeed beable to prove that Herbert Dorsey may have died, but he hasn’t moved on.The players will now find themselves as the center of a tempest causedby dead man with no legal rights, angry would-be inheritors and ineffectuallegal council.Now that he’s dead; his soul in question, what will Herbert Dorsey do?Will he give his money to a church, or find some creative way to take it withhim? Certainly his spendthrift son and shiftless brother will have somethingto say about that. And what is his legal status? Either way, the <strong>Ghostbusters</strong>will most assuredly be called upon to provide evidence at any subsequenthearing. Just how much money would it take for a Ghostbuster to zap, trapand forget about Dorsey?The InheritancePansy Ackerman was a queer old girl. She talked with ghosts (she said)and claimed that her strange meandering mansion was full of them. Shewas tickled, then shocked when she heard of the <strong>Ghostbusters</strong> who talkedto ghosts, and sometimes trapped them for money.Pansy’s relatives were appalled to find that her will named the local<strong>Ghostbusters</strong> franchise her sole beneficiary; if they can spend one entirenight, from dusk till dawn in her rambling ghost-filled home. (Perhapswithout their equipment?)Both relatives and resident ghosts will not want the <strong>Ghostbusters</strong> to stayfor their allotted time. And then there are also rumors that Pansy had hiddencash and other valuables all around the crumbling manor.The house should be a character in this game. Secret passages, paintingswith eyes that move, rooms that change at the pull of a coat hanger, andmore should all be a part of this adventure.For inspiration, research the “Winchester Mystery House” or view Abbottand Costello’s Hold That Ghost.ConfrontationsConfrontations often occur at theconclusions of larger scenarios. Whenan investigation finds the true evildoer,or a dungeon crawl penetrates the innersanctum… it’s time for a grand, climacticbattle. In fact, one way to design avariety of adventures is to work out thefinal confrontation and then arrangeother matters to lead up to it. But it’salso possible to cut the preliminariesshort and get to the fighting as quicklyas possible. An adventure can even beginwith an open challenge.Confrontations are mainly a dramaticdevice; ghostbusting, with its focus onaction, is a most natural home.A confrontation needs an adversary,or perhaps a group of adversaries. Thebest adversaries are almost as powerfulas the heroes; that way, there’s a challenge,and even a real chance of defeat.A confrontation also needs a battlegroundor arena. Ideally this should befairly clear and open, to keep attentionfocused on the struggle and not on suchconcerns as rescuing innocent bystanders.At the same time, it’s a good thing tohave objects scattered about that a clevercombatant might turn to good use.Participants need something to fightover. This could be a treasure, someoneto rescue, or access into our dimension.In some settings, confrontation andcombat may be a game, performedbefore crowds of spectators. Fighters’motivations may include wealth, knowledge,or the chance to test their skills.Gladiatorial contests offer obvious examples.Magical duels between wizardscould have the same appeal in a worldof commonplace magic. A Ghostbustermight be brought to another world toduel a champion.A campaign’s structure can formaround a series of confrontations. Thisformula is common in super-heroiccampaigns, where each adventure culminatesin a battle against a new villain.If single combat between champions actuallysettles major disputes, adventur-Adventures97
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PKE Meters. . . . . . . . . . . . .
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summAryGURPS Ghostbusters is intend
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sciences were at a standstill.Venkm
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A Ghostbusters game is somethingtha
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1889 AD: The Eiffel Tower is debute
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Chapter TwoGhostbustersInternationa
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that’s what they want.Ghostbuster
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Work OrdersCode of ConductIn exchan
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ChApter threeChArACtersChArACter Co
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tic who will seek natural explanati
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hero doesn’t know where his broth
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Born in Brooklyn, New York, Peteris
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Raymond “Ray” Stantz, Ph. D.Ray
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Born in Cleveland, Ohio, Egon is on
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Winston Zeddemore is one of thefoun
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SlimerSlimer is technically a focus
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Chapter FourGhostsGhost Classificat
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like characteristics, like being in
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drawer open… Fatigue costs are as
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Inspiration lasts 3d minutes, after
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other Ghostly AbilitiesGhosts have
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