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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!
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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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Conspiracies Aren't Puzzles
Conspiracy horror is not mystery horror. In a mystery, investigation moves toward clarity. Each clue narrows possibilities. The ending provides resolution—the villain is caught, the truth is revealed, the world makes sense again. Players feel satisfied because they solved something.
In a conspiracy, the investigation moves toward entanglement. Each clue expands possibilities rather than narrowing them. Every answer generates three new questions. The truth doesn't clarify the world—it scrambles it. And by the time players realize they're not solving the conspiracy, they're becoming part of it, it's too late to escape. That's the fundamental difference. Mystery horror says, "There is something hidden. Find it." Conspiracy horror says, "The more you look, the more you see. And the more you see, the more you can't unsee."
The beautiful part? Paranoia is self-reinforcing. As players become paranoid, they treat NPCs differently. They make more aggressive moves. They alienate potential allies. They make choices that isolate them from help. And from the conspiracy's perspective, isolated investigators are investigators who are easier to manipulate, threaten, or eliminate. You don't need to prove that everyone is lying. You just need to make it possible that anyone could be lying. Once that possibility exists, players will construct conspiracy theories to account for it. They'll see patterns everywhere.
The Conspiracy Engine builds webs that respond, hide, split, and deepen as the campaign unfolds. It's not a static scenario. It's a mechanism that runs on player choices and keeps moving after they touch it.
Coming soon.
ttfn,
Keith
