News

Sep 30, 2026
Category: General
Posted by: Keith
Aug 19, 2026
Category: General
Posted by: Keith

 

 

Jul 27, 2026
Category: General
Posted by: Keith

It is LIVE! Get it on 

DriveThruRPG

Jun 15, 2026
Category: General
Posted by: Keith

Get The Horror GM ToolKit is LIVE! Get it on DriveThruRPG!

Jun 2, 2026
Category: General
Posted by: Keith

It is FINALLY LIVE! Find it on DriveThruRPG!

May 1, 2026
Category: General
Posted by: Keith

The Prosperitas Protocols Trilogy is Live! There is a coupon code in the blog post! 50% off...

 

Apr 20, 2026
Category: General
Posted by: Keith

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

Apr 15, 2026
Category: General
Posted by: Keith

The Cult Engine is now Copper! You can find it HERE!

Jan 24, 2026
Category: General
Posted by: Keith

Get it on DriveThruRPG now!

Jan 13, 2026
Category: General
Posted by: Keith

Check out the blog post to get a 10% off coupon!
Blog Post

Dec 8, 2025
Category: General
Posted by: Keith

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.

Oct 4, 2025
Category: General
Posted by: Keith
Jul 20, 2025
Category: General
Posted by: Keith

You can find out more here: Game.AKApplegarth.us

May 31, 2025
Category: General
Posted by: Keith

My next title is almost done! Check it Where Madness Watches!

May 4, 2025
Category: General
Posted by: Keith

My latest scenario, The Chiaroscuro Descent, just made COPPER! Check it out here: The Chiaroscuro Descent

Jun 6, 2019
Category: General
Posted by: Keith

All done... Well, as good as it gets. I will start posting more stuff soon.

Home

Aug 10, 2026

Inside the Design: Tone, Hooks, and the Pulp Lens


Posted by: Keith

Once I knew I wanted sharper roles, the next question was: what makes an occupation worth a whole page? It’s easy to write a paragraph of flavor about a job. It’s harder to build a toolkit that keeps paying off once dice are on the table.

I ended up with three design pillars for every kit: tone, hooks, and tools.

Tone is the immediate pulp impression. If you only read the opening of a kit, you should know what kind of story this role belongs in. Is this someone who kicks doors in, someone who drags secrets into the light, someone who navigates institutions, someone who breaks systems from the inside? The kits are written to make that clear and usable, not buried.

Hooks are campaign gravity. Each occupation needed to bring relationships, institutions, and obligations with it. Who pays them? Who watches them? Who hates them? What do they owe, and to whom? If a kit doesn’t suggest recurring NPCs and factions, it’s not finished. The point is to make it easy for Keepers to say, “If someone picks this, here are three things I can start building the campaign around.”

The piece where tone and hooks come together is the Pulp Lens—the opening block of each kit. A bare job title doesn’t tell you enough. “Journalist” could be dozens of people; “special forces veteran” can mean several different careers and politics. The Pulp Lens is where the occupation stops being generic and becomes a specific kind of pulp protagonist.

When I write that lens, I ask:

  • What kind of story is this role built for?
  • How does this person naturally collide with the mythos?
  • What does a typical day look like before anything weird happens?

Then I layer in pressures: bosses who expect results, sources who demand favors, institutions that will suffer if the truth gets out, enemies who don’t want this character near the truth. That’s what turns the lens from biography into pulp.

Practically, the Pulp Lens exists to do three things:

  • Give the player a quick way to “see” their character before they pick anything else.
  • Give the Keeper a ready‑made introduction for this role on‑screen.
  • Suggest at least one way the mythos can kick down the door of this person’s everyday life.

The rest of each kit deepens that promise. Tone and hooks start in the Pulp Lens; everything else on the page is there to keep that promise session after session.

Find out more at Applegarth Games!

ttfn

Keith