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(TFT) I realized



{DEMATRIOUS}


Master of the Dungeon, gate keeper of hell, that's what I wanted to be but its not easy. First it was a huge range of mountains which a waterfall had carved a cleft out of. The brick walls, windows, and doors faced each other across the cool and shadowy air in narrow canyon formed by erosion. It was a beautiful setting for a campaign. I showed it to Robert Flammang, and I don't know where this came from but he really let me have his honest opinion.

``Why is it there? There are no major ports, no trade routes, no source of commerce. Why is it there?''

``Der, um, uh.'' I though silently to my self while I shuffled back to the seclusion of my tower. I admitted to myself that it was there because the sketches looked cool, and I though it would be a lot of fun to have adventurers swinging in the air on ropes to engage the enemy. I could see bridges and walk ways spanning the distances, and the higher up one lived the richer they were (the sun light was up there you know), and, and... I still didn't know why it was there. And now, I didn't want to finish it.


I brought the ocean right up to the slope of the mountain range. As soon as someone one hit land they were going up hill. I decided it was was going to be a port city. Then I put a subterranean lake beneath the mountain. This way if someone got off of a ship and, instead of walking up hill, they walked into one of the dock side taverns they could walk all the way through to the back door and come to a much darker dock on an inky cavernous lake. The subterranean lake beneath the mountains had little wooden docks around the edge with stairs up to; brick walls, windows, and doors.

The adventurers would have endless dark tunnels to explore, but they would have to use boats, and barges, and canoes. This would be great for solving the problem of massive amounts of food and equipment because a boat can carry so much more than a man with a pack. It would be more like adventuring in a car that one could pull over and park at scenic sights. Hey, they could even get food and water from the streams which meant even longer expeditions were possible. There might be entire other cities out there, or underwater passage ways to forgotten vaults of gold. I took Edward Ott on a solo adventure to see if he would bite, and I don't where this came from but he really let me know what he was biting on.

``{Ji-had!} This is the Moslem word for {Holy War!} and all worshippers of Allah who die in a Ji-had go straight to heaven. I declare a Ji-had with the idolatrous temple of ``xorn,'' For the grievous, and heinous wrongs they have done me. We will wipe the infidels from the face of the earth!''

Say what? I had never dealt with a player who was into the role of a zealous religious fanatic. But I especially had never dealt with a holy war where the fanaticism was contagious to all who followed. Those who followed turned out to be the other players. Unfortunately for me, I hadn't put a single ``idolatrous'' temple in the subterranean regions. By the time I though of it, the story of the ``Ji-Had'' on the surface of the mountain city was just too strong to divert. Edd had taken the initiative and I never got it back. Back to my tower I went.

Apparently the players couldn't see around as many corners as I could. They could only see the choice at hand, and didn't know that all of the fun lay underground. When Edd got off of the boat he continued up hill. This could work to my advantage.

But they didn't want to stop, They wanted to keep playing in the city on the mountain side. So I let them. After all, I am a sucker for attention, and they were giving me a lot of that. I brought the Ji-had to a resounding conclusion with a big bang and asked everyone to make new characters. This time I was not going to allow them any freedom or power what soever. They were going to be too busy. I was going to take the initiative. So I decided that I would have to create a character who I would play, and he was going to be a murderer, very very evil, and he was going to get them into a lot of trouble. I was curious to see how they would stop him. I had him join their group and before he had ever proved him self in a fight I had him usurp control by taking a leadership position. ``I say we go out, kill everyone, and take over. Who needs to go searching for lost treasure, there's gold right here in this city. I say we start with the owner of that bar right there!'' I don't know where this came from.

``Yeahhhhaaaaaaaa!  Let's do it!''

``We'll sack the whole tavern!''

``The bar maid is mine!''

``We'll make a name for ourselves!''

``Yeah, we'll get organized and call ourselves, uh.''

``The Wrecking Crew!''

``Yeahhhhh!''


I guess I should have seen that one coming, but for some naïve reason I thought the players would be against him, not with him. I mean I designed and played him with that in mind. What happened? It was becoming obvious to me that I didn't understand the perspective of the players any more. I particularly didn't know how to motivate them. I checked with other Mnoren and found they were having the same problems. I decided this was a problem of understanding and there was only one thing for it. I was going to have to go in undercover as a player. I was going to have to live like an adventurer, eat like one, and possibly die like one to. I knew this was grossly unethical. One of the oldest principals of the Mnoren was that they could make a character and play in anyones campaign except their own. We knew instinctively that if anyone was allowed to bring their own character into their own campaign that character would always get exactly what they wanted. Well that's what I needed. I wanted to understand what motivated these guys, and more important where all the tangents were coming from.

I figured I couldn't be choosy, I would probably have to play what ever character they accepted. So I just started introducing characters who had heard of ``The Wrecking Crew'' and who ``Wanted to join up.'' They took the first one! But he was always sent up front and soon died. The second one was a back ranks archer who they found to be a great asset. He saved a couple of lives. And I was still pondering the lack of gratitude when I realized that something unforseen had gone wrong. Darryl McCreary, who had come up with the name ``The Wrecking Crew,'' and by extension his character had become its leader, took over my campaign. I didn't know that that was what was happening at the time.


    ``I need to talk to you in private.''

    ``O.k.  Lets go in the back room.  Five minute break everyone.''

``When I go up to someone and shake their hand in a little bit, I want you to let me have a Hammer Touch ready so it will zap them. And if I can actually get them to physically shake my hand, I was wondering if I had to make a dice roll to hit since I'm already touching them?''

    ``O.k.  Lets go back in the room.  It'll work.''

He did it to. The motives were there. It was an old grudge, he was just waiting until everyone else had forgotten. It was about money. I had never had players turn on each other like this before and I put it down to the fact that I wasn't in control when it happened. I was playing another character and had lost sight of my priorities. Pretty soon I noticed that everyone was getting things cleared with Darryl's character before trying it. Even my character was getting things cleared with Darryl's character. I don't know if you understand what I'm saying, but I wasn't wearing my Mnoren thinking cap, I was wearing a players thinking cap and apparently there is a differance.

So I put everything aside and started to design a new setting in secret. Eventually I lured them into it by building up a ten thousand year old myth about the original builders of the city. And then I let a very powerful character, have the ``time gate'' spell so he could travel back to the elder city. In this, older, ``more original'' city everyone was enlightened to the motives of religious zeal and well organized. They used time gates, spatial gates, and dimensional gates to do business with all the realities and because of this the port was always full of ships. I figure they could go in any direction they wanted, and I could come up with something out of this back ground to entice any player.

The older, ``more original'' City was just an Island, and not an entire range of mountains (I didn't need them if no one was going to explore the endless subterranean rivers and lakes.) It was a volcanic island surrounded by ocean and with a lake in its crater. By having dwarves drill a massive ship sized tunnel through the rim, any vessel could sail inside to the best harbor in the know world. This harbor was even immune to Tsunami because the rim of the crater was rather tall.

Unfortunately the time gate spell used to get the players here wound up back firing. Edd's character used a time gate to go back to the ``Age of Creation'' when the Mnoren were building the planet. Now I had broken the Mnoren rule by being a player, so I figured it was cosmic balance to allow a player to have an interaction with a Mnoren. I don't know where this came from, and worse, I don't know why I didn't just say "no".

``I want you to send a meteorite large enough to cause an atomic explosion down to Destroy the island city of Branya in the year 451 on July the fourth just at sunset. I will pay any price you ask.''

Edd paid almost all the wealth he had, went back to the city, used what he had left to get a boat, sailed out to a safe distance and watched. Boom!

Later I performed an autopsy on the island back in my tower and decided the only thing worth saving was the ``crater/safe harbor'' design. I decided that the Asteroid was made of pure mithril and now the island was also saturated with a precious mineral that normally only fell from the sky. All I had to do now was design a new City and resurrect the island.

I admit, now, that I was on an endless quest for a permanent setting. One that I could design, finish, and play indefinetly. But I had to do one thing before that would work. I had to figure out how I could design a setting that would provide the characters with their desires indefinetly. So I bought a commercially available campaign with the most realistic island map on the market (Harn) and I tested countless theories about motive and control.

Always start a campaign with a solo adventure. It is easier to get things going in the right direction and then bring in others than it is to try to heard a bunch of people all at once. By bringing in subsequent players one at a time it should be easy for them to pick up the spirit of the campaign established between you and the first solo player. This way the players will not be able to over power any ``new'' ideas being presented in their mad stampede back to the old accepted ways in which they are used to doing things.

Never allow any player to start with a character of any social status higher than squire. Make them earn every inch of progress and you will see them relish even the smallest gains. My favorite angle is to start the soloist in Jail, naked, and armed with nothing but their wits. You may be surprised to see how much enthusiasm they exhibit on aquisition of their first real weapon. Prisoners and slaves have to exhibit some extrodinary qualities to get any followers, and certainly can not form a religious movement without getting promoted to a higher social station first.

Sometimes have duels of honor, to first blood, or arena fights with captured animals so the players can discover the bold new world of not killing every single thing they meet. Give about five percent normal experience for these controled events, but allow side bets to stimulate their interest. This way, if there were any buried grudges they will come out in a controled setting.

I then moved away from everyone I knew, rented a room from a Lady out of the news paper, saw no one but the people I worked with, and when I got off work I went straight to the drafting table. I set up my tower there. I made the large map of the Island of Brany. And I did something totally radical. I literally placed my tower on the map.

It was there for all to see. Of course I knew that no one would see it for what it really was, which suited me just fine. I was here doing a study on what motivated character, and in the tradition of how I got to be a Mnoren in the first place I decided to do a study on what motivated the monsters.

I wrote a book called the ``Glamour Trip.'' In it I described my adventures in my own campaign on a self directed solo adventure in which I was the author, judge, jury, executioner, and the accused. It was the diary I kept while under a simple ``Glamour'' spell that made me appear to all outside observers as a chaos creature dwelling in the pits of hell. I took a ``Trip'' with each of the six major chaos races and learned the details of their day to day existence. I learned what they did with prisoners. I learned how to make monsters out of normal people. I learned how to manipulate the actions of people with no more than the threat of monster, which works better than the actual monster. And I learned how to turn the most average, boring, and mundane person into a well oiled killing machine in the shortest time possible. That, I would have to say, it the climax of the book; the rest of which is just repeated tests and ncidents that explored some of the details of what I learned. I finished the diary knowing how to turn even the most average person into an extraordinay bad ass in the shortest time possible. In a word I learned how to motivate. The book, unfortunately, was not a success. It must have been too meaty and hard to chew. The only person who understood it was a Sage named Mr Marious.

Marious had started out as a character I invented to get back some of the exessive amounts of loot I was letting fall into the hands of my players. I realized that my single greatest flaw was that I always gave out too much treasure. I couldn't bring my self to just take it away from them, so I came up with the ``Information Broker'' who would charge astronomical sums for legitimate information. I found this to be satisfying deep in my heart, and as a consequence I started making more and more scenarios dead end with a lack of information. As a result the players found themselves seeking out marious for consultation more and more. I beleive this was the begining of the Branya that wound up being the popular.


Unfortunately our readers who are easily bored, tired, or confused; the story gets much more complicated before it gets simpler. Fortunately, though, after reading the next paragraph one should feel compeled to take a break and digest this meal before going on.

The more satisfaction I got out of Mr Marious charging astronimical sums of money for accurate information, the more I found my self making the rest of the island a seething mass of deceptions, inaccuracies, double crosses, and out right lies. But the players, oh God, the players were actualy interested in the secrets that I had though up and hidden so well in the plots. And they were grudgingly paying the fees, because in a land that was quickly becomeing as infested with hell as Branya was, they needed a straight answer every once in a while. Besides, this tactic produced the two most incredible bits of fotune. The first bit of fortune was that reluctance on the part of the players to pay for the ``Straight answer'' made the players try much harder at using their heads. (Thus It could be said that understanding doesn't come by gold, because they never understood an answer they paid for they just knew that it worked. But the solutions they figured out on their own showed that they were gaining understanding of the clues and hints being presented to them.) The second bit of fortune was an evolution of my favorite ``pet character'' of all who came to be known as ``Kikadale the Mad Hobbit'' and wound up being the embodyment of everything that was oposite to Mr Marious, Sage.

Break time!
  I'll try to finish this story on Saturday.

           David Michael Grouchy II

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