World II: The Haunted City

Writing for Games

Welcome, adventurer, to a world of intrigue, mystery, and spectral influence. Here in the Haunted City, there’s no shortage of hidden horrors, and ghostly vanishings. That’s where you come in. Over the course of the next few weeks, you’ll cut your way through the ghost field and make a path of your own: you’ll create your own Analog- a powerful ludic artifact that will channel your newfound powers.

Phase 1: Roll for Initiative!

It’s gonna take you a while to hear through the chatter and listen to the voices- but once you do, you’ll start learning things you never knew before. If you’re going to pull this off, you’ll need to learn what they sound like, what they think like. You’re going to build that into a profile. If you want to be a ghost-hunter, this is where we start.

Phase 2: It’s too late… you’ve awakened the gazebo…

This time, we’re being careful. We’re being tactical. We need to know what we’re getting into; what we’re up against. Leeroy can’t save us here. We need to figure out what this thing is and what it can do before we strike.

Phase 3: Reverse, Skip, Draw 2, Draw 2, Draw 2…

There’s a path forward, if we can find it. But to do so we’ll need a careful route through the ghost field. Two vials of electoplasm and a map should do the trick.

Phase 4: These things are true. The world is dark…

… and we are alive. Keep your guard up, this isn’t over yet.

Boss Fight: The Analog Game Experiment