
Part I: The TriCharliad
"A long time ago, in a galaxy far, far away..."
Star Wars
Once upon a time, Charles "Cleric" Fusner had an overly ambitious idea for a board game. It was based upon fantasy
adventure themes, and involved completing a quest, which would evolve from game to game, so it never got boring, and there'd
be enemies to defeat, traps to avoid, items you could pick up along the way that would help you reach the end. He wildly
overdid this idea, like he does most everything he comes in contact with. Before long, it was so ambitious that it didn't really
work well as a board game at all, and Charles was agonizing over how to make so many ideas fit in one game.
Then a guy named Paul Boyer, who had always had a flair for crushing great ideas, looked over what he had made so far, and
said, "Why don't save yourself some trouble: just play D&D instead." So it was that Charles, who, until that time never knew
there was already a game of this nature, was introduced to the Allen High School D&D club, and the band of rougish knaves
who plied their gaming skills therein.
They aided Charles in constructing his first character: A cleric (remember that, it will be important to our story shortly).
Actually, he just wanted something that could cast spells, but someone had already chosen the magic user, and for reasons that
were not yet clear to him, everyone insisted you didn't want more than one of those in a group. The only thing that seemed to
leave (from the way it was hastily explained to him) was the holy man, or cleric, which no one else ever wanted to play because
they always had to be a goody two shoes all the time.
And so it began. Our gamemaster was the legendary Chuck Smith, aka The Exercising DM. (Don't ask, it would take too long
an explanation for such a brief sight gag --- you had to be there). Also present were Charles Fusner, and Charlie DiEdwardo.
This was problematic. We have entered the brief, but confusing phase of our early years that I call "The TriCharliad". With
three people who were all used to being called "Chuck" in everyday usage, the games (which were then daily events) were, as
you might imagine, nightmarishly confusing (well, for the three of us, anyway). Luckily, just as we all felt the madness bubbling
to the surface, fate intervened.
Fortunately for us all, Chuck Smith promptly forgot Chuck Fusner's name on the first session out (ironic, ain't it?) and during
our very first battle (the most hectic thing a gamemaster has to keep track of) found himself saying, "And what about you, er,
uhm, er... 'Cleric', what are you doing during all of this?" And so Cleric became associated with his character and was graced
with a nickname thereafter, even years after that particular character was mouldering in the earth somewhere. When his turn
came to game master, he similarly gifted Chuck (no, the other one... no, the first one, yeah, him) with a nickname, "Hawk"
(based on his first character's name). Then we both turned to third Charles, who just grinned, because, if the two of us already
had nicknames, that let him off the hook. And so ended the the TriCharliad.
For two years thereafter, Hawk and Cleric traded off as gamemasters, each building on the story that the other had left off
with, weaving them into a collective story that evolved over time. Hawk's original Lost City of Dane led us to our first
encounter with the Mystic Lord... an ominous enemy who just kept coming back to haunt us, while we persued the ancient
King of Magic's mystic armor, which in turn revealed the reincarnation of the king in the person of Charlie DiEdwardo's then
current character. A final showdown cast the Mystic Lord into a deep black seething void where he remained for seven (real
world) years, until Cleric would eventually bring him back as a god in his own right in a new world altogether.
....The party emerged from the secret passage onto a high ledge. Before them and below stretched the broad mesa, split at their feet by the deep canyon. On the dim horizon could be seen a thin smoke arising from the trading village Turan, while six hundred feet down, almost directly below their feet, lay the remains of their last campsite before they had found the entrance to the Wizard's Lair, three weeks previously. In fact, peering cautiously over the edge, they could just make out... the bloated, half torn apart remains of their horses, which they had forgotten and left tied up for the desert predators.....
Four years of long daily sessions, hunched around the narrow tables in the caf. Countless bottles of Coke pirated from the teachers lounge. Dozens of characters lay dead in the settling imaginary dust of their adventures. And now it was over. Well, almost over. The daily sessions would never take place again (thank god, the gamemasters silently sighed), but the Dungeons & Dragons club would survive in the form of occasional twenty-four to thirty-six hour sessions, kind of a Zen, "play 'till you drop" thing. Some members had jobs lined up, some had college plans, but the club would continue, we all promised each other. The game would go on...
Part 1.5: In Denial...
"Everyone said I was daft to build a castle in a swamp, but I built it just the same. And it sank into the swamp..."
Monthy Python
And then something even more momentous happened: we graduated high school and went on with our lives. For a long time,
we kept getting together for increasingly impractical all night gaming sessions that made up for their irregularity with the fact that
the game started sometime around noon and ran until four in the morning, when the whole group would climb over the stacks of
discarded pizza boxes, and stagger blearily to the local Perkins restaraunt to order breakfast before wandering home to sleep
for two days thereafter. Insanity? You bet. Something had to give. And one weird campaign, it finally happened:
Gamemaster: You're in a large chamber. There's a passage to your left, a passage
to your right, and a wall straight ahead.
Player: (Blinks. Nods. Stares vacantly for a moment. Blinks again. Yawns. Realizes
the blinking thing kind of worked and tries it again, but has trouble
getting the eyelids back open. Finally responds:) Okay, we'll just
keep going straight.
Gamemaster: Thump. You hit a wall...
And we had. It was time to admit we were just too old for this nonsense. So we drifted apart, this time, for good. Or, so it
seemed...
Well, as you have guessed, the club crashed and burned. For various reasons the club members drifted apart and settled into the mundane. After a few nightmarishly long sessions, we lost touch with one another, at least for the most part. The Cleric and I managed to stay in touch with a steady jumble of letters, tapes, and shared decision point stories, all the while toying with reforming a new gaming group.
The Bird is the Word.... again!
June, 1990
The Cleric and Hawk scratch their heads for several weeks over the original Rolemaster rule books, trying to organize something akin to a working system of rules. The rule books were apparently organized by a thousand monkeys working with a thousand typewriters for a short period of time. Chapters and tables which should be rubbing elbows are nowhere near each other. Despite Hawk's familiarity with the game (on the player end, in college, under the greatest gamemaster of all time, the late but far from forgotten "Kirk" Kirkland), they manage to organize things and re...start the Game.
What to call their little gaming group? Hmmm. Cleric wanted something meaningful, reminiscent of the past high-school era. Hawk suggested the continuation of his college game group, named the Susquehanna University Adventurer's Guild (although the S.U. part could be dropped). More heads were scratched, more thoughts burned. Finally The Cleric, little realizing the importance of his suggestion, brings forth the name PHOENIX CLUB ADVENTURERS GUILD, an amalgam of the S.U.A.G., which gave us Rolemaster, and the rebirth of the old club, symbolized by the.... well, you can figure out the rest.
With a dazzling number of players (three), they embarked on a stumbling, oft-refering-to-the-rules, oft-searching-for-the-rules version of Rolemaster. As the weeks slide into months, they polish their techniques and add personal touches, adapting the rules of this surprisingly easy to modify system to fit their needs or tastes. They settle into a routine of gaming one evening every other week, which seemed to allow enough time for everyone to recover.
Part II: From the Ashes
"And the phoenix flies, straight and high, back to Avalon..."
Heart
Hawk came back from college enthusiastic about a new roleplaying package from Iron Crown Enterprises called "Rolemaster",
which, apparently, his college roleplaying group (and you wondered what he did with his time out there?) used exclusively. The
problem: he'd only actually used it from a player's perspective, and now, there was the matter of figuring out the full entirety of
the rules so that he could gamemaster with it too.
I should briefly digress to mention that Rolemaster rulebooks (especially the earlier editions) read like a set of instructions for
operating a nuclear power plant which had been carefully typed up by a thorough, obsessive individual (who really is better at
nuclear physics than he is at explaining nuclear physics), and then handed over to a group of chimpanzees on acid for the final
edit and assembly of the book. Hawk called Cleric, and between them they labored over the books which seemed to be
arranged in no particular order with respect to learning the game. And to make it more complicated, when Cleric went and got
a copy of his own, he found they'd come out with a new edition, that said all the same things in a completely different (an no
more helpful) order.
Eventually, these two veteran gamemasters perservered long enough to learn the game through a "zen" attitude. (Relax, don't try
to force it, and the page number will eventually find you...) When they were ready, they called together a bunch of the old
gamers, who showed up for one session, apparently weren't impressed, and left with a bunch of "Oh, yeah, well, okay, it was
great to see..", and "Yeah, yeah, sure, just let me know...", and not a lot else. We were initially limited to Hawk, Cleric, and
Hawk's then girlfriend (now wife) Nadine for regular players.
But we perservered, bit by bit, we actually managed to assemble a regular gaming group. We staggered back and forth,
changing our gaming nights repeatedly to try and accomodate each new member before finally deciding it was alternate
Wednesday, er, Tuesday nights for sure (maybe)(possibly)(I think). As hard as it was to imagine, we actually had a real live gaming group, a
resurrected version of the original group, risen from the ashes. And so it was: The Phoenix Club Adventurers' Guild arose and
flew once more!
Cleric introduced the concept of the Newsletter, which he implemented (it was his game at the time). Published every game and sent out on the "off" week, it featured a recap of the past episode. When it was his turn to gamemaster, Hawk shrugged and continued the publication, adding his own articles as well as a game recap.
The weeks become months, then years. Somehow word spreads and the group gradually swells to six players. Six becomes eight. Eight becomes ten. Tuesday nights are settled on after many changes, and the Game goes on. The Newsletter makes it's debut overseas, as Adrienne's honey Robert gets pummeled with the bizarre American pastime. (It takes seven stamps to mail a six-page Newsletter to Scotland, by the way) This leads to the next step.
Ah, how well I remember that game...
Faced with the rising costs of mailing the Newsletters (not to mention the time involved producing the durned' things, Cleric introduces the idea of dues to pay mailing expenses, a-way back in 1995. It was generally agreed upon as a good idea.
Motion passed. Bam!
Josh suggested increasing dues slightly, saving the extra money, and taking club trips, expenses paid.
Motion passed. Bam!
Five dollars per month was decided upon. Since the dues were to be collected, we needed a collector. Several useless suggestions were made, Cleric finally suggested the formation of the OFFICIAL PHOENIX CLUB ADVENTURERS GUILD, a not-for-profit (unregistered - shhhh...) organization dedicated to the principles of life, liberty, and the pursuit of magical weapons.
Motion really passed! Bam! Bam!
Now we've just recently had nine years together. (Who'd have thought?) The Phoenix lives!
With The Cleric as new President (the gamemaster is president, and he was at that time), we began our official debut. The years kept rolling along, and the games got better and better. We took trips to Philadelphia, Medieval Times Dinner Theatre in New Jersey, the Pennsylvania Renessance Fair, and several Dinner & Movie nights. The active players list at one point was twelve (a nightmare for the gamemaster, I can assure you).
We're currently at nine active members and four nonactive ones. We meet every other Tuesday from 7:00pm until approximately 9:30pm, try out a (hopefully) different type of beer each game, and order out for food. Somehow or other some gaming still gets mixed into the meeting. It's coolness.

Here's the gang at Medieval Times, in New Jersey. Note the funny hats we all wore that night. Hmmmm.....
Here we are again at the Pennsylvania Renessance Fair. Guess who the Village Idiot is.

Some quick shots of members (more to come, as soon as I find 'em)

Here's an old one of our founding fathers. Clockwise from top: Tinky Winky, Hawk, Po, and The Cleric.