So Iv had this idea that's been bouncing around in my head for a few weeks about a Campaign setting. Iv actually just started writing a draft just to get all my thoughts in order before I embark on the work of actually writing all the stuffs for this campaign. I want to state right away I have been a Dungeon Master for a small group for about a year now, I am really not that experienced as a dungeon leader and I this is by far the most ambitious project I have ever considered writing. I am writing this on here for a few reasons: One, I love this idea and I am excited about it (which might be unwarranted.) Two, as a way to organize my thoughts before I get to work really fleshing this out. Three, to hear what people think about it, if it is actually as good an idea as I believe it is and maby get some good feedback to take into the project. So without further ado:
THE STORY
First off, this story is going to be a slow burn horror style story that uses mystery and surprise in equal measure to keep it engaging. One of the things I am most concerned about is this story is going to require me to write hours of character dialogue which is why this project is so ambitious for me. As the story is more a mystery than anything else I am worried that the focus being a narrative driven story and the lack of direct action/combat will not translate into something engaging and interesting for my players as a tabletop game campaign.
To start the story off I am going to COMPLETELY lie to my players about what this campaign is. Nobody is going to get any foreknowledge or any opportunity to prepare whatsoever about this campaign. It won't be as combat focused of a campaign so that shouldn't matter. My players will come into the campaign believing that they are traveling a city at the behest of priest with very deep pockets to help with the recovery of an important religious relic that has gone missing. I really want to sell this as the campaign: That it take place in the city, that it will ultimately be about the recovery of a specific object so on and so forth. The whole idea being SUPRISE
CAMPAIGN START: THE HORROR AT THE SILVER BIRCH ROADHOUSE!
The adventures collectively meet some leagues outside the city in a small makeshift camp and after a small bit getting to know one another as traveling companions they receive a magical projection from the priest assistant asking if they can expect the group in the city soon because this business will not wait. Once they are ready to the adventures embark on their journey as a group the rest of the way to the city. As the adventures continue to travel the weather just seems to get worse and worse. The going gets hard and what looked like a easy trip turns into anything but. As the weather situation continues to devolve the adventures come upon: "THE SILVER BIRCH ROADEHOUSE" tucked on the side of the main road, a beautifully rustic but spacious bar and flophouse for the traveling adventurer! The adventures will be FORCED to stop here for the night as continuing on to the city through the storm outside would simply be too difficult.
Upon entering the Roadhouse the adventures will see that the place is PACKED. There are just all sorts of people laughing and drinking and dancing and celebrating it is just crazy in there (Weird for a roadhouse in the middle of nowhere . . . ) The adventures will have time to get drinks participate in the ongoing party should they chose to and all that wonderful fantasy tavern goodness. If the party choses to interact with the people present they will learn some things (like i said im going to have to write a lot of dialogue.) there will be many NPC but key ones will be: One) a man at the bar who claims to be a regular, says he comes here all the time and has never seen the place this busy but he is really loving the vibe even if some of the patrons seems a bit wierd. He will also mention that he has heard some really strange sounds but couldn't tell you what's making them or where its coming from. Two) The friendly bartender who if asked about the RODEHOUSE history will explain, in addition to the history of the house itself, that the area was once meant to be a thriving town way back in the day but that ended up not working out and the roadhouse is the last surviving building built during that time but there is also a old graveyard that remains somewhere nearby in the woods. He will continue to tell the adventures that he has been tending bar at the roadhouse for years but its never been as busy as its been the past couple days and he is very thankful for the business. Three) a woman sitting on the 2nd floor of the roadhouse stareing absently out through the rain lashed window into the night. Talking to her she will reminisce about her life and her family. If there is a character with history knowledge they will be able to pass a check that will reveal she seems to be talking about an world event that happened a very long time ago. She will mention at the end of conversation "Its kind of you to listen to the babbling of an old woman" but you will note that she appears to be quite young. The idea that there is a graveyard somewhere in the woods nearby will be mentioned several times throughout the NPC dialogue dureing this part of the campaign. I also want to add details like seeing a bar patron with what looks like dirt smear across his cloths or face and hes just not reacting to it. Or maby the adventures could notice the floor of the bar itself is covered in a weird amount of dirt for some reason. Maby a Patron with a bug that randomly crawls out of her ear and onto her face when your talking to her and she just absent-mindedly flicks it away completely unperturbed about the situation. If you further ask her why there was a bug crawling out of her ear she's just like "These wretched bugs come out of nowhere!" Or there is a patron with a very outed time piece/ jewelry or clothing style. Maby a patron uses an expression phrase in conversation that a bard character could notice hasn't been used in regular conversation for years. The players will be able to explore the roadhouse and if they enter the basement the will notice and overwhelmingly foul smell. If they explore the basement area thoroughly enough they will discover a hidden room. That room will consist of a table with straps, an enchanted surgical kit and just absolute bloody carnage everywhere. Buckets of intestines and gore, body parts hanging by wire from the ceiling just a complete atrocity. They will also find an ancient inscribed stone slate in this room that has been magically altered so that no one can read it. If a difficult check is passed by a magical character they will be able to glean that it has something written on it that means: "REINCARNATION" but wont be able to ascertain anything else. Once they find this room the players will know for sure, rather than it just being alluded to that there is something very wrong happening in the roadhouse. Now what I want is for by this point for the players to have heard the rumors about the graveyard in the woods. I want them to be able to put together that despite the crazy stormy weather they need to try to find this graveyard because somehow its connected to the strangeness at the inn. They will then have to rely on tracking spells/skills/whatever-have-you to determine the location of this graveyard. Navigating through the woods in the middle of this storm wont be easy and the adventures will face environmental dangers like falling tree limbs, sinkholes, lighting and an encounter with some starved wolves. Upon reaching the graveyard the party will be able to explore the area which will feature the graveyard and crumbling mausoleum. the party will notice that a number of the graves have been disturbed and there are no corpses in them. The head stones of all of the disturbed burial sites will be ritually desecrated and unreadable. After the party has discover the graveyard they will be able to enter the ancient mausoleum. Insides of the mausoleum I want to include a story bit where the party encounters a strange ghost. It will talk to the players about what the town was like back in the day but it will become very agitated and attack if pressed about the bodies missing from their graves. This ghost will a be a poltergeist I will design a special poltergeist for this encounter. One of the things it will do will be to raise the remaining shadows from the depths of the disturbed graves and if the party explored the roadhouse NPC sufficiently earlier some of those shadows sillouetts will look awfully familiar. I have a bunch of ideas for the kind of things the poltergeist could do to be obnoxious but would love to hear any more ideas you guys have. Once the poltergeist has been laid to rest the group will continue back to the roadhouse once again facing environmental dangers along the way. By this point in the story it should be easy enough to deduce that the corpses that are supposed to be in the grave yard are now liveing it up haveing a huge party at the Silver Brook Roadhouse. The risen NPC at the roadhouse will not be violent in any way and if asked directly about what was revealed to the party in the graveyard they will awkwardly admit they know they should be dead but they just woke up a couple days ago and they weren't. They will also explain that upon rising they felt strongly "drawn" to roadhouse and they will cite that as the reason when they try to leave they can never manage to stay away for long. At this point the party will have the opportunity to continue investigating this weird undead phenomenon I want to build a path here that allows the party to discover that one of the NPC was lying about who he said he was though I'm not sure how to do that yet. IF he is discovered as an imposter all hell will break loose instantly. If he is NOT discovered all hell will break loose automatically at 2:00am which should be shortly after the adventures have returned to the roadhouse anyway. "All hell breaking loose" means all of the risen roadhouse people will suddenly turn from fun zombies into not fun zombies and will precede to attack all of the non-risen at the roadhouse including the player characters. At this point that character that was lying about who he was will reveal himself as a powerful fey and drag the bartender screaming down into the basement. The adventures will have to fight a small zombie horde while bloodcurdling screams echo up from beneath the floorboards. Once all attacking the zombies have been laid to rest once again the party will pursue the fey down into the cellar. They will discover the castrated/eviscerated/ritually dismembered mess of a bartender corpse on the table in the secret basement room. At this point they will be ambushed by a furious, murderous fey. Once the fey has been put down they will be able to learn more about the ritual the fey was intending to cast at the roadhouse via the now readable slate as its enchantment has been broken. In a nutshell: the fey was attempting to cheat its way into ascension to archfey status by surgically stealing the ever-livening souls from unsuspecting bar patrons. The returned dead were just a side effect of the kind of magic the fey was slinging explaining that they could only sustain the way they did in close physical proximity to the fey. The end.
Thank you all for baring with me through this text wall. I will handle the gear section of the campaign by having items discoverable in the roadhouse/the graveyard and as loot from dead enemies. This will not be a long campaign, but it will be an involved one with a lot going on. I see this like a scenario. I am trying to pack lot of story into a very small area. The two main locations will be the roadhouse and the graveyard (I need to flesh out that part a little more I know but its a rough draft). What do you guys think? Anything that you could tell me that would make this more engaging for the people playing it would be super appreciated!
Dude…… If you want me to playtest this it sounds AWSOME! I will do a little bit of modifying but please tell me if you can give me more details, I have a new group I am starting with and if I could use this to kick it off that would be great please tell me about your other ideas!
Rollback Post to RevisionRollBack
“And the Lord spake, saying, 'First shalt thou take out the Holy Pin. Then, shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, nor either count thou two, excepting that thou then proceed to three. Five is right out! Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thou foe, who being naughty in my sight, shall snuff it.'"
First off: it's okay to be excited about your ideas and campaigns! You should be engaged and happy as a DM too, so don't be ashamed of being happy about something you're making.
I don't think you need to write all of the dialogue. You can just put down some key points and improvise the fluff in-between those points you need to get across. Don't over prepare, it can feel deeply dissatisfying to work really hard on something and then not get to use it. Make what you need.
Also, don't lie to the payers, because they'll probably get pretty angry. Instead, just be very vague: Where? Well, you start by traveling to a city. What will we do? Well, I don't want to spoil anything! It will be fun, I promise. Just like that. Angry players = no fun.
Rollback Post to RevisionRollBack
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
I want to write to you Wolfe. I agree with both the points you made.
As a DM I 150% overprepare and part of that is because I am comparatively a relatively inexperience DM. I do love to write and I like to *think* I'm decent at it. I also really want to do a good job so I put a lot of pressure on myself that way. I am sure i do to much. So your completely correct in what you said and I think overpreparing is certainly a risk for me in particular. I just for me personally I need to write enough to know about a character to know who they are to then be able to get into that character and "improvise" as them. At the end of the day I just want to do a really good job and i want to put something that is narrative driven and immersive but still most importantly FUN.
In reaction to your second point, I think your completely correct is suggesting players might get angry about being lied to. In this ONE particular case I feel like that is a moot point though for a couple reasons. First being this campaign will be short I'd prefer to do it in one go but at most two separate meetings which is more realistic. The second reason I am not worried about players getting angry about not getting to prepare is because this campaign will be EASY. I am going for short and sweet. The choice of classes or even build shouldn't matter beyond having some special narrative options written in somewhere in the campaign. I want to deliver an experience with this story that does not focus on combat. My ultimate goal is to deliver an experience that is narratively captivating enough to make it interesting and make up for the fact that active combat isent the focus. If you genuinely don't think this is a good idea I would understand that. I am not sure it is either. This is why this project is so ambitious for me.
A side effect of this story being written the way I want to write it is that it will be more "On rails" then your typical D&D experience which might mean that there will come points in the story I will have to use the DM GOD powers to prevent players from doing what they want for the sake of the story in the event they decide to act crazy. That could definitely not be a good look for the campaign I just have to really hope I don't have characters running acting totally nuts all over the place. I hope to impress upon my players prior to starting that I intend for this this will be a more grounded RP kind of experience rather than some super fantasy soldiers quest and hope they act accordingly.
So many words. I love the idea of a noncombat campaign. There is something about choosing to fight in the godly war or negotiate it. OPEN WORLD!
Rollback Post to RevisionRollBack
Go to work. Send your kids to school. Follow fashion. Act normal. Walk on the pavement. Watch TV. Save for old age. Obey the law. Now repeat after me. "YOU MUST CONSTRUCT ADDITIONAL PYLONS"
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So Iv had this idea that's been bouncing around in my head for a few weeks about a Campaign setting. Iv actually just started writing a draft just to get all my thoughts in order before I embark on the work of actually writing all the stuffs for this campaign. I want to state right away I have been a Dungeon Master for a small group for about a year now, I am really not that experienced as a dungeon leader and I this is by far the most ambitious project I have ever considered writing. I am writing this on here for a few reasons: One, I love this idea and I am excited about it (which might be unwarranted.) Two, as a way to organize my thoughts before I get to work really fleshing this out. Three, to hear what people think about it, if it is actually as good an idea as I believe it is and maby get some good feedback to take into the project. So without further ado:
THE STORY
First off, this story is going to be a slow burn horror style story that uses mystery and surprise in equal measure to keep it engaging. One of the things I am most concerned about is this story is going to require me to write hours of character dialogue which is why this project is so ambitious for me. As the story is more a mystery than anything else I am worried that the focus being a narrative driven story and the lack of direct action/combat will not translate into something engaging and interesting for my players as a tabletop game campaign.
To start the story off I am going to COMPLETELY lie to my players about what this campaign is. Nobody is going to get any foreknowledge or any opportunity to prepare whatsoever about this campaign. It won't be as combat focused of a campaign so that shouldn't matter. My players will come into the campaign believing that they are traveling a city at the behest of priest with very deep pockets to help with the recovery of an important religious relic that has gone missing. I really want to sell this as the campaign: That it take place in the city, that it will ultimately be about the recovery of a specific object so on and so forth. The whole idea being SUPRISE
CAMPAIGN START: THE HORROR AT THE SILVER BIRCH ROADHOUSE!
The adventures collectively meet some leagues outside the city in a small makeshift camp and after a small bit getting to know one another as traveling companions they receive a magical projection from the priest assistant asking if they can expect the group in the city soon because this business will not wait. Once they are ready to the adventures embark on their journey as a group the rest of the way to the city. As the adventures continue to travel the weather just seems to get worse and worse. The going gets hard and what looked like a easy trip turns into anything but. As the weather situation continues to devolve the adventures come upon: "THE SILVER BIRCH ROADEHOUSE" tucked on the side of the main road, a beautifully rustic but spacious bar and flophouse for the traveling adventurer! The adventures will be FORCED to stop here for the night as continuing on to the city through the storm outside would simply be too difficult.
Upon entering the Roadhouse the adventures will see that the place is PACKED. There are just all sorts of people laughing and drinking and dancing and celebrating it is just crazy in there (Weird for a roadhouse in the middle of nowhere . . . ) The adventures will have time to get drinks participate in the ongoing party should they chose to and all that wonderful fantasy tavern goodness. If the party choses to interact with the people present they will learn some things (like i said im going to have to write a lot of dialogue.) there will be many NPC but key ones will be: One) a man at the bar who claims to be a regular, says he comes here all the time and has never seen the place this busy but he is really loving the vibe even if some of the patrons seems a bit wierd. He will also mention that he has heard some really strange sounds but couldn't tell you what's making them or where its coming from. Two) The friendly bartender who if asked about the RODEHOUSE history will explain, in addition to the history of the house itself, that the area was once meant to be a thriving town way back in the day but that ended up not working out and the roadhouse is the last surviving building built during that time but there is also a old graveyard that remains somewhere nearby in the woods. He will continue to tell the adventures that he has been tending bar at the roadhouse for years but its never been as busy as its been the past couple days and he is very thankful for the business. Three) a woman sitting on the 2nd floor of the roadhouse stareing absently out through the rain lashed window into the night. Talking to her she will reminisce about her life and her family. If there is a character with history knowledge they will be able to pass a check that will reveal she seems to be talking about an world event that happened a very long time ago. She will mention at the end of conversation "Its kind of you to listen to the babbling of an old woman" but you will note that she appears to be quite young. The idea that there is a graveyard somewhere in the woods nearby will be mentioned several times throughout the NPC dialogue dureing this part of the campaign. I also want to add details like seeing a bar patron with what looks like dirt smear across his cloths or face and hes just not reacting to it. Or maby the adventures could notice the floor of the bar itself is covered in a weird amount of dirt for some reason. Maby a Patron with a bug that randomly crawls out of her ear and onto her face when your talking to her and she just absent-mindedly flicks it away completely unperturbed about the situation. If you further ask her why there was a bug crawling out of her ear she's just like "These wretched bugs come out of nowhere!" Or there is a patron with a very outed time piece/ jewelry or clothing style. Maby a patron uses an expression phrase in conversation that a bard character could notice hasn't been used in regular conversation for years. The players will be able to explore the roadhouse and if they enter the basement the will notice and overwhelmingly foul smell. If they explore the basement area thoroughly enough they will discover a hidden room. That room will consist of a table with straps, an enchanted surgical kit and just absolute bloody carnage everywhere. Buckets of intestines and gore, body parts hanging by wire from the ceiling just a complete atrocity. They will also find an ancient inscribed stone slate in this room that has been magically altered so that no one can read it. If a difficult check is passed by a magical character they will be able to glean that it has something written on it that means: "REINCARNATION" but wont be able to ascertain anything else. Once they find this room the players will know for sure, rather than it just being alluded to that there is something very wrong happening in the roadhouse. Now what I want is for by this point for the players to have heard the rumors about the graveyard in the woods. I want them to be able to put together that despite the crazy stormy weather they need to try to find this graveyard because somehow its connected to the strangeness at the inn. They will then have to rely on tracking spells/skills/whatever-have-you to determine the location of this graveyard. Navigating through the woods in the middle of this storm wont be easy and the adventures will face environmental dangers like falling tree limbs, sinkholes, lighting and an encounter with some starved wolves. Upon reaching the graveyard the party will be able to explore the area which will feature the graveyard and crumbling mausoleum. the party will notice that a number of the graves have been disturbed and there are no corpses in them. The head stones of all of the disturbed burial sites will be ritually desecrated and unreadable. After the party has discover the graveyard they will be able to enter the ancient mausoleum. Insides of the mausoleum I want to include a story bit where the party encounters a strange ghost. It will talk to the players about what the town was like back in the day but it will become very agitated and attack if pressed about the bodies missing from their graves. This ghost will a be a poltergeist I will design a special poltergeist for this encounter. One of the things it will do will be to raise the remaining shadows from the depths of the disturbed graves and if the party explored the roadhouse NPC sufficiently earlier some of those shadows sillouetts will look awfully familiar. I have a bunch of ideas for the kind of things the poltergeist could do to be obnoxious but would love to hear any more ideas you guys have. Once the poltergeist has been laid to rest the group will continue back to the roadhouse once again facing environmental dangers along the way. By this point in the story it should be easy enough to deduce that the corpses that are supposed to be in the grave yard are now liveing it up haveing a huge party at the Silver Brook Roadhouse. The risen NPC at the roadhouse will not be violent in any way and if asked directly about what was revealed to the party in the graveyard they will awkwardly admit they know they should be dead but they just woke up a couple days ago and they weren't. They will also explain that upon rising they felt strongly "drawn" to roadhouse and they will cite that as the reason when they try to leave they can never manage to stay away for long. At this point the party will have the opportunity to continue investigating this weird undead phenomenon I want to build a path here that allows the party to discover that one of the NPC was lying about who he said he was though I'm not sure how to do that yet. IF he is discovered as an imposter all hell will break loose instantly. If he is NOT discovered all hell will break loose automatically at 2:00am which should be shortly after the adventures have returned to the roadhouse anyway. "All hell breaking loose" means all of the risen roadhouse people will suddenly turn from fun zombies into not fun zombies and will precede to attack all of the non-risen at the roadhouse including the player characters. At this point that character that was lying about who he was will reveal himself as a powerful fey and drag the bartender screaming down into the basement. The adventures will have to fight a small zombie horde while bloodcurdling screams echo up from beneath the floorboards. Once all attacking the zombies have been laid to rest once again the party will pursue the fey down into the cellar. They will discover the castrated/eviscerated/ritually dismembered mess of a bartender corpse on the table in the secret basement room. At this point they will be ambushed by a furious, murderous fey. Once the fey has been put down they will be able to learn more about the ritual the fey was intending to cast at the roadhouse via the now readable slate as its enchantment has been broken. In a nutshell: the fey was attempting to cheat its way into ascension to archfey status by surgically stealing the ever-livening souls from unsuspecting bar patrons. The returned dead were just a side effect of the kind of magic the fey was slinging explaining that they could only sustain the way they did in close physical proximity to the fey. The end.
Thank you all for baring with me through this text wall. I will handle the gear section of the campaign by having items discoverable in the roadhouse/the graveyard and as loot from dead enemies. This will not be a long campaign, but it will be an involved one with a lot going on. I see this like a scenario. I am trying to pack lot of story into a very small area. The two main locations will be the roadhouse and the graveyard (I need to flesh out that part a little more I know but its a rough draft). What do you guys think? Anything that you could tell me that would make this more engaging for the people playing it would be super appreciated!
Dude…… If you want me to playtest this it sounds AWSOME! I will do a little bit of modifying but please tell me if you can give me more details, I have a new group I am starting with and if I could use this to kick it off that would be great please tell me about your other ideas!
“And the Lord spake, saying, 'First shalt thou take out the Holy Pin. Then, shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, nor either count thou two, excepting that thou then proceed to three. Five is right out! Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thou foe, who being naughty in my sight, shall snuff it.'"
First off: it's okay to be excited about your ideas and campaigns! You should be engaged and happy as a DM too, so don't be ashamed of being happy about something you're making.
I don't think you need to write all of the dialogue. You can just put down some key points and improvise the fluff in-between those points you need to get across. Don't over prepare, it can feel deeply dissatisfying to work really hard on something and then not get to use it. Make what you need.
Also, don't lie to the payers, because they'll probably get pretty angry. Instead, just be very vague: Where? Well, you start by traveling to a city. What will we do? Well, I don't want to spoil anything! It will be fun, I promise. Just like that. Angry players = no fun.
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"
I want to write to you Wolfe. I agree with both the points you made.
As a DM I 150% overprepare and part of that is because I am comparatively a relatively inexperience DM. I do love to write and I like to *think* I'm decent at it. I also really want to do a good job so I put a lot of pressure on myself that way. I am sure i do to much. So your completely correct in what you said and I think overpreparing is certainly a risk for me in particular. I just for me personally I need to write enough to know about a character to know who they are to then be able to get into that character and "improvise" as them. At the end of the day I just want to do a really good job and i want to put something that is narrative driven and immersive but still most importantly FUN.
In reaction to your second point, I think your completely correct is suggesting players might get angry about being lied to. In this ONE particular case I feel like that is a moot point though for a couple reasons. First being this campaign will be short I'd prefer to do it in one go but at most two separate meetings which is more realistic. The second reason I am not worried about players getting angry about not getting to prepare is because this campaign will be EASY. I am going for short and sweet. The choice of classes or even build shouldn't matter beyond having some special narrative options written in somewhere in the campaign. I want to deliver an experience with this story that does not focus on combat. My ultimate goal is to deliver an experience that is narratively captivating enough to make it interesting and make up for the fact that active combat isent the focus. If you genuinely don't think this is a good idea I would understand that. I am not sure it is either. This is why this project is so ambitious for me.
A side effect of this story being written the way I want to write it is that it will be more "On rails" then your typical D&D experience which might mean that there will come points in the story I will have to use the DM GOD powers to prevent players from doing what they want for the sake of the story in the event they decide to act crazy. That could definitely not be a good look for the campaign I just have to really hope I don't have characters running acting totally nuts all over the place. I hope to impress upon my players prior to starting that I intend for this this will be a more grounded RP kind of experience rather than some super fantasy soldiers quest and hope they act accordingly.
So many words. I love the idea of a noncombat campaign. There is something about choosing to fight in the godly war or negotiate it. OPEN WORLD!
Go to work. Send your kids to school. Follow fashion. Act normal. Walk on the pavement. Watch TV. Save for old age. Obey the law. Now repeat after me. "YOU MUST CONSTRUCT ADDITIONAL PYLONS"