Ghostbusters RPG - Initiative

Ghostbusters; A Frightfully Cheerful Role-Playing Game has some interesting mechanics, but is also a bit “rules-lite.” I’ve devised a few ideas that will enhance gameplay without bogging down the flow of the game with too many extra rules.

The idea is to keep the deceptively simple mechanics intact, and to keep up the theme.

To that end, let me show you how I’m going to handle initiative as a GM.

Situated between the dice and equipment cards (Both from “Ghostbusters: Resurrection” ) is a Zener deck. You might recognize those symbols from the beginning of the 1984 film.

Zener decks consist of 25 cards - five of each symbol. Give them a shuffle and deal one out for each player and each NPC.

Now just count the lines.

Circle - One “line” (Not really a line, but you get the idea) Plus - Two lines Three wavy lines - Three lines (duh) Square - Four lines Star - Five lines (Technically an open star has ten lines, but once again you get the idea)

The higher numbers go first. Those who get dealt the same shapes are assumed to go simultaneously.

Example: Kylie, Winston and Egon find themselves staring down a pair of Class IV repeaters. The GM deals initiative.

Winston: Star



Kylie: Plus

Egon: Square

Red Ghost: Star

Blue Ghost: Wavy lines

Winston and Red Ghost are assumed to resolve their actions at the same time (which will mean Winston will either need a very good Moves roll or try attacking Blue Ghost).

Zener decks can be obtained at magic stores, hobby shops and similar establishments. Or you can grab a marker and some index cards to make your own.