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The Prosperitas Protocols Trilogy is Live! There is a coupon code in the blog post! 50% off...
I am reworking the landing pages. I was not happy with how they looked. Now they will be more consistent and readable. Starting with the oldest products and working my way forward. It is a work in progress at:
https://games.akapplegarth.us
The Cult Engine is now Copper! You can find it HERE!
Check out the blog post to get a 10% off coupon!
Blog Post
It is on the way! Once I get the proof (if there are no more mistakes!), it will be going live soon. This book delves into what makes a memorable NPC. Structured towards the horror genre, but can be applied wider. Lets face it, we only remember a few NPCs, this book will tell you why and how to make your NPCs more memorable and get your players to care about them.
More to come.
You can find out more here: Game.AKApplegarth.us
My next title is almost done! Check it Where Madness Watches!
My latest scenario, The Chiaroscuro Descent, just made COPPER! Check it out here: The Chiaroscuro Descent
All done... Well, as good as it gets. I will start posting more stuff soon.
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Playtesting in the Deep End
I’m not quite ready to release The Prosperitas Protocols Trilogy yet, and that’s on purpose.
On paper, it’s three modern‑day Pulp Cthulhu scenarios set in 2026: a Cold War bunker in the Mojave, a dead research yacht in the Keys, and a New Orleans auction that’s really a ritual. In practice, it’s a lot of moving parts that all have to feel clean and intuitive at the table. That part doesn’t happen in layout. It happens in play.
Right now I’m in the “deep end” of play testing:
- Watching how long each act actually takes when real people poke at every clue.
- Seeing which NPCs land the way I intended and which ones need sharper edges or softer ones.
- Paying attention to where players stall, where they sprint, and where they surprise me completely.
The Mojave bunker has already taught me that players love getting weird with the geometry, so some of the Keeper guidance there has shifted toward “say yes to bold, reality‑bending stunts.” The Keys scenario has made it clear that the dead crew are creepier when they’re almost helpful. New Orleans is doing what I hoped: it’s turning into an argument with Edmund Voss about what “saving the world” actually means.
I could rush this out the door now. I’d rather give it a few more sessions, tweak what needs tweaking, and make sure that when you sit down to run it, it feels like something that was tested against real tables, not just written in my head.
When it’s ready, you’ll know. I’ll shout about it here first.
TTFN,
Keith
