Last week I finally introduced the Supernatural RPG that I have been preparing for. Mostly, it was a teaser to introduce the monster of the week and the characters, and to try to get an initial read on the flavor the campaign is to take. Overall, it was a qualified success.

1) Teaser: The game opened with Jerry Neimann — the fat, geeky ghost hunter that was played with gut-busting elan by my player Joe…you know this guy, gamers (or in this case, he’s a amalgamation of a couple of guys). Tall, fat, myopic, redhaired with the nerd beard (neird, Joe called it.) He’s an IT guy and ghost hunter, a comic book fanatic, a toy collector, who still lives with his parents because he’s stunningly cheap. He’s arrogant, not that well educated but thinks he is, and is a leader in his own mind. the kind of guy that with a straight face can tell you his 300 lb bulk studied ninjutsu and he can cloud men’s minds.

He and his friends Scott, the comic store owner and “amateur physicist” (he got kicked out of Cornell), and his friend Greg, the gay black LARPer who goes by his favorite character’s name since high-school, go into New York City to ghost hunt in the old IRT tunnels near City Hall. (Google them — they’re absolutely beautiful!) There they stumble onto a murder –a man being eaten by a massive, hairy, and pissed off man-thing. Scott is killed when he is swatted off the platforn and hits the third rail. Maloc (Greg) is tossed the breadth of the station. Jerry pees himself a bit, shows some courage, and then nearly gets capped by Transit cops who are wondering why the lights are on in a closed station under City Hall. Jerry and Maloc survive what is coming to be known as “The Werewolf of Manhattan…”

Next, we intro Leo Parkes, former FBI agent, with a dream sequence of him playing catch with his son at their place along the Cheasapeake. The kid goes missing looking for the ball. He goes to find him and sees the reflection of the serial killer Graves that he had captured with all-black, shark-like eyes. He runs for the house where suddenly there are cops cars and cops trying to stop him from going in. His partner Bob Morton is telling him not to go up, he doesn’t want to see this…and then there’s his son, hanging on the wall from pierced hands and feet with strange marking carved into him and painted around him on the wall…then his son looks up at him and tells him to wake up…

…to his assistant Wanda, who doesn’t know why she puts up with his drunk Irish ass. He’s been off the grid for two days on a bender, trying to keep the ghosts quiet. Bob Morton has been trying to call him for two days: they’ve got a wierd one in NYC and he wants to put him on the payroll as a contract investigator. If he’s sober. He flies to New York.

Next, we’re at the Vatican where we intro Father MacEveney and Dr. DellaMarina, and the Instituto del’Esterno Affari, a branch of the Congregation for the Doctrine of Faith. Led by a crusty old archbishop nicknamed “the Mastiff” (most of this cribbed from Arturo Perez-Reverte’s excellent The Seville Communion), they do mostly exorcisms, etc. around the world. But this time they have something more dangerous…three months of attacks in New York have led dellaMarina to conclude there’s a werewofl, or possibly more than one, on the loose in Manhattan. This is their next assignment: find and eliminate them.

Mac was a navy chaplain, but even there he never carried a gun. The people he helps, he hasn’t had to kill before. This is going to be a tough one. These people didn’t ask to be monsters; they might not even know what they’re doing. But unless he can find a way to contain them, they’ll have to be put down. He flies to NYC. (Canovas was not introduced; the player was out of town.)

In New York, Parkes gets briefed on the situation and why he was pulled in. There’s a terror alert for the 9/11 memorials and the FBI has most of the office working Joint Terrorism Task Force. It’s dark, rainy (there’s another hurricane off the coast being held at bay by a tropical storm…) and very moody as a setting. I think it hit it out of the park with the descriptions during play. He isn’t wanted there by the SAC, who nows of his drinking problems.

The evidence suggests a number of attacks. The first month there were a few attacks in Central Park over a two day period with one survivor that is considered unreliable as a witness as he was high at the time. The next month, the attacks trebled in number, in the Park — but at the same time there were a number in Tribeca (Where the first survivor lives) in the subway stations! There were two survivors of one attack. Last month, the number quadrupled — with attacks at NYU, Tribeca and the IRT (the teaser), and Flushing. Multiple suspect descriptions, including one woman (one of the survivors was a woman who lives in Flushing.) Parkes thinks it’s a conspiracy, and they start the investigation the next morning before he can have a chance to get drunk.

Father Mac and Dr. dellaMarina arrive, brief the archbishop and get put up at the old rectory where he was apprenticing when 9/11 happened (St. Peter’s on Church.) Lots of character stuff with the old priest he served under and going to view the construction and spotlights at the 9/11 site.

That’s where we left off after a three hour session…

The high points: the atmosphere was just about right — there’s some humor (mostly Neimann), but it’s dark, foreboding, but the real “horror” came from the Ground Zero descriptions and flashbacks of Parkes to his kid’s murder and Mac’s aiding people when the towers collapsed in front of him.

Neimann…this character was excellent and the player hit it out of the park.

They’re hunting werewolves, but in some ways, people are more scary.

The low points: pacing was, as always for a first night, spotty. The teaser clipped along but a lot of time was sucked up by great character stuff by Neimann; the rest was a bit slower, and most exposition and character bits.

More as it plays…

From the folks at Scoopertino.com…

 

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′)