The further we get into the 21st Century, the less need there is for fancy Q gadgets…because you can buy something better and cooler right off the shelf — which brings us to a new gadget for your James Bond: 007 campaign: the iPhone (or any smartphone, for that matter) and the SCOUT (Satellite Communications Operational User Toolkit).

Firstly, the smartphone. It is obvious how useful these things are in the field just from the number of movies and TV shows that are using them as plot elements. Having avoided the smartphone for years, I finally broke down and bought an iPad when they first came out. (Okay, not a phone…unless you drop Skype on it.) The basic features alone make them indispensable for the fictional spy: they’re a phone. They’re a map. They’re email, web access, a file storage device, a recorder, a camera…and everyone has one, so they’re not immediately suspicious.

For both iOS and Android there are easy and fast programming toolkits. Q Branch (or S&T) tweaks can give you crypto tools, R/C controls over vehicles (here’s a nice article on some of the other nasty tricks you can use a smartphone for …), etc. etc… Some hardware hacks and your phone could have IR on the camera or some other funky feature. I’ve found our characters in our Bond campaign depend on their phones more than a gun, car, or any other tool.

Add to that the SCOUT — a new device that uses your smartphone as a communications base for satellite communications, GPS, wifi hot spot, comms analysis, spectrum analyser…here’s the sales sheet for more.

From a plot standpoint, the usefulness of the smartphone was obvious in Casino Royale — bad guys, as much as good guys, live off their phones if you’re a mobile, busy henchman. They’re packed with data, even when the user is careful. There’s phone numbers, at the very least. Even if they are password locked, most people don’t realize that smartphones’ OS usually have a root password for service providers to break in and fix stuff…hacking a phone is fairly easy (especially the Androids.)

This is a response to one of Don Mappin’s posts over on Gnome Stew — a guy I quasi know from the old Star Trek gaming BBS. In the post he had a series of tips, hints, etc. for gamers from a GM (himself) that has been at it thirty years. One of those rules that caught my eye was:

Gaming Group Romances
Don’t. Just don’t. :)

My initial response was something, “Oh, come on…I’ve met plenty a girlfriend through gaming…” and was ready to pass this off. then I thought about my own experiences in gaming groups, or near others, with players that got involved with each other.

Most of the time player romances lead to you losing one or both of the players; usually the woman. This happens because the happy couple move on to other things — they go out on game night, they get married, have kids, go on a crime spree and drive their car into the Grand Canyon. Maybe not the last one. Most of the time, however, they date for a while, something happens to make one or both jealous, upset, or they just break up and to avoid the other person, one or both stop coming. Sometimes it’s another player that is jealous of the relationship — they were interested in Steve or Serena, or whomever…they drop out from frustration to masturbate, sulk over some of their badly written poetry, or go on a crime spree and drive their car into the Grand Canyon. (More likely, but still improbable.)

So I thought about all the examples of gaming group romances — which go right, which don’t…

In college (the first go ’round), the gaming group was pretty big — 6 or 8 people, depending, and all couples. There wasn’t a whole lot of jealousy, or shenanigans. But personal issues between one of the female players and a male player meant there was a lot of tension between the girl and her boyfriend, and the other player. This colored play pretty much all the time. That doesn’t mean you shouldn’t bring your significant other to game; just realize that people sometimes don’t get on so well. (This is why I like to meet prospective players first…so we can avoid to strong a personality clash.)

Another group in Philadelphia pretty much revolved around everyone’s interest in the female player (and if you saw her you’d say, “Well, duh!”) She flirted with them all, started getting to be more than that with one of us. Then started playing one off against the other, causing a row. She left the group, others were less happy, but it held together until I moved out of the city.

Similarly, two gamers in a later group were interested in a woman not part of the group, but married to another player. Ugliness, as they say, ensued. That’s probably the worst example. Infidelity, sorry to say, does not seem to be in short supply in the various gaming groups I’ve seen — it was particularly bad in the LARP that was running here in Albuquerque. I’m not a LARPer, but friends were, so I went to observe a few times to see what the fuss was about. It was a Vampire game (of course) and the purpose appeared to be for everyone to flirt/hook up with everyone else…or kill their character. I came away with a very dark opinion of the community and returned to the table. During my military years there was a thinly disguised threesome going on in the group between one couple and the wife of another player. Didn’t end well, when the woman in question finally caved under guilt and the group shattered.

I met my first wife in a game group, and despite the interest of others, won her. She was the object of affection for one of my gamers for 18 years…and everyone, me included, knew. It never caused trouble until our divorce — he bailed on the group with her. No happy ending there, I’m led to believe.

Overall, looking back on it, gaming gave me a wife, three girlfriends, and a plethora of opportunities to fool around. I can’t quite bring myself to endorse the “Don’t…Just don’t…” advice of Don, despite seeing his point. Gaming’s a hobby for me, and one I love…but if it’s between gaming or the chance for romance? I’d say go for it.

 

I’ve met a couple of gamers through my tenure in the hobby who avoid stepping behind the screen. For some, they just don’t have the time, and one admitted didn’t have the creativity, for the position. Others see running the game a daunting proposition: there’s a lot to remember, some aren’t as practiced as others with the improvisation that is key to good gamemastering, some don’t have the rules entirely mastered…

And none of that matters. If you’ve got a good story to tell — or just an entertaining one — it doesn’t matter if you’ve only got one in you, or it’s just the start fot eh storytelling dam breaking, if you have entertained the thought, give it a shot.

Here’s some idea for a new GM to maximize their effectiveness, and most importantly enjoyability — not just for the players, but for the GM as well. Because if you’re not having fun, you’re doing it wrong.

1) KISS: Keep It Simple Stupid! Don’t craft some multitextured, year-long adventure with dozens of NPCs, loads of backstory, or worldbuilding. Do what you need to tell the story. We’ll use a movie example — Pitch Black.

The basic story: A bunch of characters crash land on a moon of a gas giant when the ship malfunctions. Something is lurking underground and get one of the characters, leading to the discovery of the light-sensitive creatures that are soon to make their lives more interesting than they’d like. The moon drifts into the shadow of it’s primary every decade or so and the place is immersed in darkness. Which is when the nasty critters come out. Your mission: get to an outpost nearby and get the shuttle up and running before the sun sets and the nasties come to get you. No slop, just a survive-or-die adventure.

What do we know about the universe? (Ignoring the craptastic Chronicles of Riddick) Not much. There are colonies and interstellar travel, nasty penal systems and bounty hunters, Muslims in space. That’s pretty much it. The setting, this moon, looks an awful lot like Western Australia.

What do we know about the characters other than a thumbnail? There’s the pilot, guilty about crashing. There’s the bounty hunter we barely know other than he’s a drug addict, and his quarry Riddick — an infamous killer with eyes that allow him to see in the dark…but who shows more compassion than we might expect. The bounty hunter doesn’t trust Riddick; it’s mutual. There’s a miner who gets killed early. The imam and his sons praising Allah and not much else. The merchant. A young boy 9actually a girl) that idolizes the killer. All very basic characters.

Simple.

2) Don’t Panic. You don’t even need a towel for this one. If you have trouble with the rules, have a player look up the specifics while you press on. Or better yet, simply adjudicate the issue with common sense and based on what you do know of the rule. (Crap! How do explosives work in this game? Whatever — they’re area effect and the damage listed is 6d6 with an area effect fo 5’…let’s assume it’s a die drop off/range. Roll 6d6, line ’em up, and knock of one per increment. What, there’s a wall between you and it? Let’s assume the wall soaks a die.)

If you start to feel in over your head, call a bathroom or drink break. Take a moment, regroup, figure out what to do next. What not to do — dig around the rule book for more than a minute or so. You might consider tabbing them with the colored doo-hickies students use in their textbooks, labeled with the appropriate rules you might need.

3) Don’t be afraid to let the characters wander off course a bit, so long as they are enjoying themselves. They might drift off of the story for a bit. Drop a new hint or clue to get them back on course.

4) HAVE FUN! If you’re not, you’re doing it wrong.

5) Afterward, when the session is done, get feedback from the players to see what you did right or wrong. If they don’t even mention your GM’ing but enthuse about what happened, who did what, the cool NPC, congratulations! You succeeded! And if you didn’t, don’t take it personally.

Luisa is the only daughter to Roberto DellaMarina or Rome, a real estate broker, and his second wife, Reina Pavahli, an Iranian-born vinter in the Etruscan region of Italy who escaped the Islamic Revolution (the family was Maronite Christian and her father a poet of note.) Her grandmother is alive and living in Switzerland, her cousins live in the United States.

She was born in Milan in 1980, and has two half-brothers, Paolo and Marco, both who live in Rome, and whom she is on decent terms with. Schooled at an expensive Benedictine-run girls school near the Vatican, and while intelligent and a good student, she was frequently subject to discipline for being willful and mischievous (although she suspects the nun that took the most relish in her punishment was secretly interested in her.)

She attended the University of Rome from 1997-2000 and graduated with a degree in history and religious studies. She went to graduate school for archeology at the University of Siena from 2000-2005. She specialized in sacred archeology, and in particular Catholic artifact and archeological restoration. As a result, she was hired by the Pontifical Commission for Sacred Archeology in 2006 as a restorer, and later as a researcher. Her connection to the Institute for External Affairs began with support research for an exorcism that too place in Romania, but over the years she has increasingly worked as support for IEA priests in the field. She has a reputation for being highly competent, and a very fast researcher, but a bit of a cold fish. She lives in a very nice flat for her income, thanks to her father’s rental company, and also has a room at her mother’s place in the country. She usually has a few cases of her mother’s wines in her pantry.

She hides her personal life from view of her co-workers as her moral turpitude clause in her contract could be an issue…Luisa is a lesbian, and until recently has been particularly promiscuous. She has had a number of girlfriends that might be considered “high-profile” to certain denizens of the internet. (She’s dated a quasi-famous Czech porn star for several years.) Currently, she is trying monogamy with her roommate — a nun with the Visitation Order, Sister Agnes (nee Marianne) Jean Duchamps, a smart architectural major who took her vows a few years ago. Sister Agnes (or Marianne to Luisa) does not have to live cloistered due to her order and her work for the PCSA. While the women think their relationship is a secret, there are several of their workmates that suspect.

Luisa likes the finer things — she is a food aficionado (but does not cook) and a connoisseur of wines, art, and clothing. She likes to dress well and has a taste for Persian (never “Iranian”, “Persian”) jewelry, poetry, art, and pre-revolution culture. Due to her family’s treatment by the ayatollahs, she has a barely concealed hatred of Islam. She is passingly religious, Catholic after a fashion (like most modern Italians), but does believe in the supernatural. The people she works with have encountered it too many times. (She has noted an uptick in supernatural events over the last five years…but has yet to puzzle out the reason.)

Agility d6   Strength d6   Vitality d6   Alertness d10   Intelligence d10   Willpower d6

Life Points 12   Initiative d6+d10   Endurance d6+d10   Resistance 2d6

Assets: Allure d2, Higher Education d4, Natural Linguist d4

Complications: Dark Secret d4, Dull Sense, Nearsighted d2, Insatiable Curiosity d4, Klutzy d4, Lustful d4

Skills: Athletics d4, covert d4, Craft d4, Discipline d4, Drive d2, Influence d6, Knowledge d6 (Archeology d10, History d10, Linguistics d8), Lore d6 (Mythology d10), Perception d6 (Investigation d8, Search d8), Science d4, survival d2, Tech d6

 

She gets her looks from her mother, rather than her father, who was red-haired and is now balding and a bit fat. Her mother is still very good-looking. Her brothers are both reddish-brown and curly-haired and blue eyed.

We are so close to breaking the hit record for the blog this evening. If we bust it, it’ll be the end to a decent day.

Tried the daughter on solid (well, pureed) food today — no issues, she ate it readily! She’s also cutting three teeth already. Add to that the doctor estimates her gross motor functions are a good two months ahead, her fine motor skills twice that, and her cognitive/linguistic skills a good 2-3 months advanced.

I guess all that play and song time is working. Time to start readin to her, I think.

And on that note, I settle in to read The Seville Communion by Arturo Perez-Reverte. Wife and kid are asleep, the bread machine is doing its thing. The house smells like a bakery.

Jerry’s dad is a former army officer turned investment banker; his mother is a schoolteacher. The family’s done well throughout his life and he’s a lazy, spoiled brat. He’s smart however and before computers really took off had leveraged his computer skills into a steady job doing IT and security support around the world. (He’s in his mid-30s.) He’s a geek — he plays RPGS, collects toys and comics, knows the lines to every sci-fi movie, and is a big horror fan. In his spare time, Jerry is a ghost hunter, trolling around the “haunted houses” of New York City and New Jersey.

Yes, he’s kissed a girl, and even had a girlfriend. Yes, he’s had sex…with girls.

Jerry has a toy collection worth more than his house. He hates Mac fanbois, loves Google, Ubuntu, and open source stuff. He hates the redone Star Wars movies, and thinks LOTR is the shit. He’s studied just enough martial arts, kendo, and shot guns to be dangerous to himself and others.

Jerry is 6’2″, 270ish pounds with receding red-blond hair, blue eyes behind heavy glasses, and tends to wear sports jerseys and pants, and hoodies because they’re comfortable for people his size.

Agility d6   Strength d8   Vitality d6, Alertness d8, Intelligence d8, Willpower d6

Life Points: 12   Initiative d6+d8   Endurance 2d6   Resistance 2d6

Assets: Gear head [d4], Reputation, computer security and ghost hunters d2; Tech Expert d4, Uncommon Knowledge d2 (he’s an expert in all things geek and especially horror and Lovecraftian “lore”.)

Complications: Absent Minded d2, Dull Sense, Nearsighted d4; Insatiable Curiosity d4, Overweight d2, Stingy/Mooch d4

Skills: Artistry d2, Athletics d2, Covert d4, Craft d4, Drive d2, Guns d4, Influence d4, Knowledge d4, Lore d4, Melee Weapons d2, Perception d4, Science d2, Tech d6 (Computer Systems d10, Hacking d10), Unarmed Combat d2

Leonard “Leo” Parkes

Born 16 July 1966, Leo Parks is the son of a Boston fireman, Capt. Daniel Parkes and his wife Julia. He grew up in south Boston and in 1984 attended the University of Massachusetts at Boston for criminology with a minor in psychology. He graduated in 1988. He applied for several law enforcements positions: Boston PD, Massachusetts State Police, and on a whim, the Federal Bureau of Investigation. He was preparing for the BPD academy when he was surprised by his acceptance into Quantico, the FBI training school in January 1989. He did well in the courses, and excelled particularly in criminal profiling and interrogation techniques.

He was assigned to the Boston field office for his first two years and was instrumental in breaking a south Boston car theft ring, and a bringing down a mob boss that had been abusing his FBI informant status for nearly a decade. He also met and married Morgan Philips — a smart, head-strong Irish Catholic girl who worked as an accountant for Harvard University — in 1991. He was reassigned to the Denver office for two years, working on an interstate crack cocaine ring, but it was his pegging one of the suspects in that case to a string of grisly murders throughout the Midwest that brought him to the attention of John Douglas, the famed FBI profiler.

He was reassigned to the National Center for the Analysis of Violent Crime, where he quickly showed himself to be a natural in the field. From 1995-1998, he and his partner Bob Morton investigated particularly gruesome crimes that involved elements of Catholic doctrine, and in 1998, he finally caught his man — Richard Evan Greaves. While interviewing Greaves, Leo could feel something “off” about the man and when he was found hung in his cell a few days later, Greaves always felt the scene was “wrong”…Greaves was not the sort of man to kill himself.

Then his wife and six-year old son, Jason were found dead in similar circumstances to Greaves’ victims.

Leo was a suspect in their murders for a few hours. His closeness to the case had made him edgy and unstable, but he also had an airtight alibi — he was debriefing a case at FBI HQ when the murders happened. He was never right again, slowly drifting into alcoholism and obsessive behavior concerning the case of his family’s murder (still unsolved.) He was able to perform his duties, but was increasingly erratic. He was one of the first FBI agents to respond to the Pentagon on 11 September, 2001 and was awarded for aiding in the rescue of survivors.

The last four years of his career saw him sidelined into research on cold cases, several of which he solved, but in 2005, his drinking and explosive temper put him in a position where Bob Morton — now the ASAC for NCAVC had a choice — fire him or retire him early. Recently, his father died of cancer and his mother is ill and living with his sister Laurie in Quincy, MA. He has several cousins who are firefighters and cops in Boston and New York City.

For five years, Leo has worked as a private investigator and occasionally gets a consultant gig for the Bureau through the NCVAC. He lives along the Chesapeake River in a big house, the same his family was killed in, still drives his old 1969 Mustang Fastback, and fights depression and paranoia every day with drink. His personal assistant Wanda is pretty much the only person that keeps his “skinny Irish ass” in line, when she can.

The other reason he drinks — he sees ghosts, of those he couldn’t help, tried to help, and worst of all, his son. These spirits taunt him when he’s weak, prop him up when they can, and occasionally provide aid. But they are driving him to drink and the edge of insanity. He sees them because of his sensitivity, his mild ESP that is what made him such a fantastic detective — he can feel when people aren’t truthful, can get flashes of intuition about their thoughts, memories, etc.

Parkes is tall, skinny, blond and rough-looking. (Think Denis Leary.)

Agility d6   Strength d8   Vitality d8   Alertness d10   Intelligence d10   Willpower d6

Life Points 14   Initiative d6+d10   Endurance d8+d6   Resistance 2d8

Assets: Contact, Law Enforcement d4; ESP d4, Reputation d4, Spirit Guide d8, Talented Investigator (adds to Perception/Investigation and Influence/Interrogation) d4

Complications: Addiction, alcohol d8; Anger Issues d2, Infamy d4, Obsessed d8, Personal Haunting d8

Skills: Athletics d6, Covert d6, Discipline d4, Drive d6, Guns d6 (Pistols d8), Influence d6 (Interrogation d8), Knowledge d4, Melee Weapons d6, Perception d6, Science d4, Survival d2, Unarmed Combat d6

Preferred Weapon: S&W 1076 10mm (Dam: d8W [d6W w/ stand. FBI load), Ammo: 9, Range: 50′)

 

Father Colin James “Mac” McEveney, S.J.

Born 10 May 1971, Colin is the first of six kids to Joseph and Mary McEveney of Pittsburgh. His father is a city councilman and former city worker, his mother is a 911 supervisor. He has several uncles — a priest, policeman, fireman, fire department chief; his three brothers are a police lieutenant and detective, a fireman, and a Democratic Party staffer in Chicago. His sisters Meave and Caroline are respectively a schoolteacher in Monroeville, and administrative assistant to a Pittsburgh city councilman (not his father.

Colin was an altar boy, and early on was torn between two callings — the military and the church. He simply knew he wanted to serve his fellow man. He attended Duquesne University in Pittsburgh, a top-rated Catholic school for philosophy and graduated in 1992. He joined the seminary in 1993 after taking a year to assist his local diocese and gaining the priest’s recommendation. He travelled to Innsbruch, Austria to train at the Collegium Canisianum — a Jesuit school with a long tradition of turning out scholarly, respected and influential men of God. Father Colin is a member of the Societus Iesu, a Jesuit, sometimes called “God’s Marines.”

He was an aide to the Archbishop of New York from 1999 to 2001, when the attacks on the World Trade Center occurred. His rectory was only blocks away and he was one of the first priests to arrive on the scene. He aided in rescue and performed last rites for those found dead. Afterward, he gained permission from the archbishop to join the US Navy as a chaplain.  Lieutenant McEveney served two tours in Afghanistan, counseling marines and special forces operators in the country, and saw direct action several times. He served another tour in Iraq, then at the naval base in Bahrain. On his last tour of service in Iraq, he encountered a creature killing the locals in the Kurdish areas of Iraq. He attempted to exorcise the  monster, but failed; he only drove it off. It forever changed his path. When he finished his term of service in the navy, he was approached by Father Gabriel Amorth and Father Jeremy Davies, who brought him into the International Association of Exorcists and trained him to fight monsters…

Father Colin was brought into the Institute for External Affairs, on paper part of the Secretariat of State, but mostly used by the Congregation for the Doctrine of the Faith — formerly the Inquisition. For the IEA, Father Mac has been hunting both dark creatures and conducting investigations of trouble inside the priesthood. He has been called “the James Bond of the Vatican” by some of his detractors for his secret duties, his flashy style, and his dispensation from obedience to the local dioceses.

He is based out of the Vatican, but travels frequently on his missions. He is highly educated, intelligent, and caring, but he has a few fatal flaws — he lacks humility, is vain, and is a bit showy for a priest. His Jesuitical allegiances make him unpopular with some in the clergy.

Agility d6   Strength d6   Vitality d8   Alertness d8   Intelligence d10   Willpower d10

Life Points 18   Initiative d6+d8   Endurance d8+d10   Resistance 2d8   Lifestyle d4 [d6 with expense account]

Assets: Contacts d6, Expense Account d4, Faith d6, Higher Education d4, Ordained d4

Complications: Addiction to alcohol d4,  Duty d8, Hunted d8, Insatiable Curiosity d4, Vain d4

Skills: Athletics d6, Covert d6, Discipline d6 (Morale d8, Reisistance d8), Drive d4, Guns d4, Influence d6, Knowledge d6 (Religion d10), Lore d6, Melee Combat d4, Perception d6, Performance d4, Science d2, Unarmed Combat d4

It’s been a long time, but back in those hazy, halcyon days of high school and college gaming, it wasn’t unusual for members of my gaming groups to trade turns game mastering — something I’ve lamented before is that I can’t seem to find people who can find the time (or more likely the wherewithal to put in the time) to run a game that I can play in. Back then, we didn’t just trade out GMing, we would swap into that role in the same campaign, allowing whomever was stepping out of the lead slot to play. We would often still play our character as a favored NPC — a frequent lament on other gaming blogs, the GMs favorite NPC that steal the players’ thunder. To us, it wasn’t a big deal; whoever had an adventure ready to go ran it.

The main issue for this communal campaign is similar to that of the television writing rooms of the 1970s and 1980s. Inevitably, no matter how well as character was written, there would be a few episodes where some big shot author or some one off writer would come in and the characters or the flavor of the show would morph to fit their story they wanted to tell. The game universe would lack a certain cohesion. The greater the difference in GM style, their world view, their desired direction of the stories, the more unworkable this style of campaign becomes.

But it can work. In the late ’80s, a friend of mine and I had been pretty much the only gamers we were acquainted with in the small town we were living. We gamed a lot — nearly every night, and sometimes day and night, if we weren’t working. We got to know each other’s style of play, the kind of characters we played, and the kind of game universe we were looking for. When you spend every day together, practically, for several year you start to get into synch with each other. One of our shared loved at the time was comic books. The late 80s was when comics saw an explosion in popularity, at the same time as RPGs (and now some of those geeks are making movies — good and bad — for themselves and their friends…) and we decided to do a superhero campaign that had a high level of verisimilitude (not realism..it’s superheroes, for cryin’ out loud!) similar to what we’d read in the Wild Cards! book series (based, funnily enough on the supers campaigns of a bunch of writers out here in Albuquerque), and the angsty Marvel universe.

We had a similar political and social outlook at the time. We had similar tastes in narrative style, although they were different enough to entertain the other person, and we had a good read on the probable punchlines for the stories being told. When we added a bunch of new gamers to the mix in Philadelphia, it was pretty stellar. We could not only co-GM the game, swapping who was storytelling from one night to the next, we got so good at it, we could swap in the middle of a session. Think of it as having a bunch of writers work on the same story: the basic outlines are there, and you simply add color.

Thinking back on it, I think the simplicity of the superhero tropes, in particular the idea that each session (or issue, if you will) had a specific challenge or two for the night, and that combat was up front and center often…combat and action sequences take time, and that meant that you had a relatively simple task, say stop the villain of the night and their cohort from attacking New York. It was the outcome of the characters actions that would — as with all RPGs — write the basic lines for the next issue. But like comics having a guest writer or artist, a guest or different GM doesn’t detract from the overall campaign because each issue tends to be relatively self-contained. Episodic.

In an RPG campaign that is similarly episodic, where each session or two is a specific story that might be tied together over time by the GMs, each is able to stand on it’s own. The problem is making certain that the players and game masters are on the same general sheet of paper for what the goals and flavor of the game is to be.

This is where communal world-building like we see in games like Primetime Adventures and Smallville come in handy. The group works out their characters, group relationships, and overall theme together. This allows for the metastory or story arc to be generally understood by all. For example, I recently pitched a Supernatural campaign to my players, and suggested to one who wished to GM a Call of Chthulu-style horror campaign that we could swap GM duties. We agreed that a modern day setting would be best and that the flavor would be a bit lighter than the usual investigate evil and go mad or die style of Lovecraftian horror CoC is known for. I, and others in the group, don’t much care for it. But a game that combined, say, a Night Stalker theme with monster hunter of Supernatural would work — where horror and humor coexist. It would be more episodic — a monster of the week series that would steadily weave in a basic plot idea (probably the usual stop Armageddon thing…I understand this is the general line of story for the Supernatural series, a war between Heaven and Hell, but I havent’ seen more than a few of the early episodes.)

It’s one of several workable frameworks for having multiple game masters.

Next time: Some characters from the Supernatural campaign that might work in one of your games as PCs or NPCs.