The following is a section-by-section general outline of how to structure your hunts within the game of I Must Kill. These aren't prescriptive, but are a good jumping off point to build your adventure.
Players are introduced to the scenario.
Test Focus, you bargain for high pay, otherwise you agree to low pay.
High pay is enough to have spending money later, low pay is enough only for subsistence.
Meet someone who can tell you information about the monster. They present rumors for the monster. (Rumors are curated by the GM with true and misleading information about the monster).
The GM chooses which of these rumors is true in this given scenario.
An old journal, a tale from long ago, an old friend. You reach out to learn information about the monster, and test Fate to learn its weakness (draw a weakness from the Weaknesses deck)
Use the information you’ve learned to procure what you need for the hunt (if reasonably available).
Find the monster in its home (test Fate) or it ambushes you.
Battle the monster, win or die.
Collect the bounty
Replenish equipment up to 10, and if high pay, everyone can purchase new equipment.
Rest and level up
Having higher insight enables hunters to perceive entities that others cannot. However, exceeding your fellow hunters' insight scores may pose risks. For instance, if a poltergeist requires an insight score of 5, and only your hunter has this much insight, then only your hunter can see it. Without the necessary insight, combatting the poltergeist is impossible. Your hunter's attacks, coupled with their insight, become effective and can deal damage, but this also draws the poltergeist's attention who will target your hunter viciously. Fellow hunters, lacking the required insight, would struggle to assist effectively, resorting to perhaps dragging you out of the poltergeist’s clawing grasp or aiding you with spells, but they cannot perceive or attack the poltergeist.
Actions determined by rolling a d10.
Example Actions:
Monsters have a damage value to determine their damage per hit, usually 1 (or 2 for BOSS monsters).
Monsters have stats to assist in adjudicating spells or other special circumstances.
Monsters all have an Insight requirement, a monster type, a description, and rumors.