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I tend to write story heavy ARGs. They are mostly about fictitious places or real places with fictional characters. As all ARGs are. But, I flatter myself that can tell a heck of a story. Up in the mountains of W. Djahar live a tribe of people with vastly superior technical abilities. They are descendants […]
For people who have trouble with the abbreviation ARG, I frequently tell would-be players to “look it up” (with several examples, like the ARGnet site†) because that’s always the more comprehensive way to go. I tell genuinely interested people, not likely to play, that it’s based on alternate realities the Player Master creates. Much like […]
I still have trouble ending ARGs. Most of them have logical endpoints, like the end of expedition, ending the ARG once someone has figured out the last clue, and so on. Figuring out when to end an ARG can be easy when you have built-in goals for people to accomplish. It can be difficult when […]
ARGs want to convince you that they’re real. It’s a simple problem but calls for a complex solutions. I want to run some scenarios by you: Someone wants to roll dice on every encounter. NOT an ARG. The story must have surprises in it. BOTH ARGs and Roleplay Games. Involve players by having an Easter […]
Watch Your Trigger Never assume a secret is revealed at a specific time. A good test for this is answering the following two questions: If the players figure this secret out directly, does it ruin the plot? If my players never figure out the secret, does it ruin the plot? Note that those two plots […]