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    <title>Schmeldritch</title>
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    <id>tag:www.schmeldritch.com,2007-09-06://2</id>
    <updated>2009-01-12T16:38:02Z</updated>
    
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<entry>
    <title>Chat with us!</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2009/01/chat-with-us.html" />
    <id>tag:www.schmeldritch.com,2009://2.427</id>

    <published>2009-01-12T16:34:28Z</published>
    <updated>2009-01-12T16:38:02Z</updated>

    <summary>Many of the creators, writers, and participants of Eldritch Errors will be gathering tomorrow evening for a live online chat about the Eldritch experience. Of course, anyone with interest in the project is welcome to attend and we hope that...</summary>
    <author>
        <name>Brooke Thompson</name>
        <uri>http://www.mirlandano.com</uri>
    </author>
    
        <category term="BTS" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-us" xml:base="http://www.schmeldritch.com/">
        <![CDATA[Many of the creators, writers, and participants of Eldritch Errors will be gathering tomorrow evening for a live online chat about the Eldritch experience. Of course, anyone with interest in the project is welcome to attend and we hope that you'll be able to join us. With three books down and many great ideas to carry us forward, there's lots to talk about. <br /><br />The chat will be held Tuesday, January 13 at 9:00 PM EST / 6:00 PM PST. You can get to the chat through <a href="http://www.argn.com/chat.php">ARGNet chat</a>, just enter your nickname and select stfeline for the channel. For those familiar with IRC just head on over to irc.chat-solutions.org and join #stfeline. ]]>
        
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</entry>

<entry>
    <title>A Mound of Thanks</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2008/12/book-three-credits.html" />
    <id>tag:www.schmeldritch.com,2008://2.426</id>

    <published>2008-12-29T22:01:22Z</published>
    <updated>2008-12-30T03:28:33Z</updated>

    <summary>With the action of Book Three finally concluded, the first order of business is to give my deepest and warmest thanks to the tremendous team that brought it to life. This time, that list of thanks is extraordinarily long, but...</summary>
    <author>
        <name>Brian Clark</name>
        <uri>http://www.gmdstudios.com</uri>
    </author>
    
        <category term="BTS" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Book 3" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-us" xml:base="http://www.schmeldritch.com/">
        <![CDATA[With the action of Book Three finally concluded, the first order of business is to give my deepest and warmest thanks to the tremendous team that brought it to life. This time, that list of thanks is extraordinarily long, but a few people deserve particular kudos -- notably the awesome story direction and experience design provided by Brooke Thompson and Jan Libby, and the amazingly flexible and unflinching production logistics of Robert Wood. There's so much more to talk about, of course, but it is time for this outstanding cast and crew of Book Three to take their bow: there will be plenty of time of additional meta discussions during the hiatus before the inevitible Book Four.)

<b><u>"Eldritch Errors: Red Moon Rising"</b></u> (January 2008 - December 2008):

<b>J.D. Ashcraft</b> (GMD Studios, producer) <i>/prop development</i>
<b>Nova Barlow</b> (actor) <i>/ nightmare confessor</i>
<b>Toby Barlow</b> (actor) <i>/ himself</i>
<b>Oded Burger</b> (actor) <i>/ NYC Forsythe henchman</i>
<b>Alexander Calhoun</b> (actor) <i>/ nightmare confessor</i>
<b>Chris Campbell</b> (GMD Studios, developer & artist) <i>/ web, art & prop development</i>
<b>Brian Clark</b> (GMD Studios, creator/producer/writer) <i>/ story, Peter Severn, Arthur Lydney, nightmare confessor</i>
<b>Ron Cohen</b> (actor) <i>/ Exu</i>
<b>Dee Cook</b> (actor) <i>/ nightmare confessor</i>
<b>Andrew Cowan</b> (GMD Studios, technical lead) <i>/ web & server programming</i>
<b>David Crouse</b> <i>/ nightmare confessor</i>
<b>Ian Cyr</b> (actor) <i>/ nightmare confessor</i>
<b>Wendy DeLaney</b> (actor) <i>/ Dr. Elizabeth Riley</i>
<b>Nicko Demeter</b> (actor) <i>/ Sacramento Forsythe representative</i>
<b>Miguel Drake-Mclaughlin</b> (videographer) <i>/ Bryce hotel sequences</i>
<b>Mike Ferraro</b> (GMD Studios, assistant producer) <i>/ props, locations & logistics</i>
<b>"g3k"</b> (actor) <i>/ nightmare confessor</i>
<b>Chad Haefele</b> (actor) <i>/ nightmare confessor</i>
<b>Pamela Hedden</b> (actor) <i>/ Mrs. Compton</i>
<b>Lenore Henry</b> (actor) <i>/ nightmare confessor</i>
<b>Jeff Himmelman</b> (actor) <i>/ Spukhafte Fernwirkung</i>
<b>Tammy Kearns</b> (GMD Studios, producer) <i>/ logistics</i>
<b>Marie Lamb</b> (actor) <i>/ nightmare confessor</i>
<b>Jonny Leahan</b> (GMD Studios, producer & actor) <i>/ "The Sculptor," event production</i>
<b>Jan Libby</b> (director/producer/writer) <i>/ story, Dr. Elizabeth Riley</i>
<b>Lou (LouMac) Maccarone</b> (actor) <i>/ nightmare confessor</i>
<b>Gary Millus</b> (actor) <i>/ Bryce Drogher</i>
<b>Brian Murphy</b> <i>/ nightmare confessor</i>
<b>Caroline Murphy-Himmelman</b> (actress) <i>/ B.A. Saint-Feline</i>
<b>Ron Nickell</b> (actor) <i>/ satellite photo mule</i>
<b>Andrea Phillips</b> (actor) <i>/ nightmare confessor</i>
<b>Mark Rabinowitz</b> (writer) <i>/ Eddie Pope</i>
<b>"Rekidk"</b> (actor) <i>/ nightmare confessor</i>
<b>Jim Rhoades</b> (GMD Studios, developer & artist) <i>/ web, art, video & audio development</i>
<b>Mark Sanders</b> (actor) <i>/ Arthur Lydney</i>
<b>Jamie Simo</b> (actor) <i>/ nightmare confessor</i>
<b>Kimberley Tibbert</b> (actor) <i>/ nightmare confessor</i>
<b>Brooke Thompson</b> (creator/producer/writer) <i>/ story, B.A. Saint-Feline, Sploit and the dreamers, web & art development</i>
<b>Jen Waite</b> (actor) <i>/ nightmare confessor</i>
<b>Krystyn Wells</b> (actor) <i>/ nightmare confessor</i>
<b>Dee Winter</b> (actor) <i>/ Dreamer Dee, nightmare confessor</i>
<b>Robert Wood</b> (GMD Studios, assistant producer & actor) <i>/ logistics, Sploit, "Gatekeeper," nightmare confessor</i>]]>
        
    </content>
</entry>

<entry>
    <title>Before the Screaming Commences</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2008/10/before-the-screaming-commences.html" />
    <id>tag:www.schmeldritch.com,2008://2.302</id>

    <published>2008-10-30T21:51:01Z</published>
    <updated>2008-10-30T21:59:24Z</updated>

    <summary>Long time, no schmeldritch ... how the hell are you supposed to tell when we&apos;re being quiet on purpose and when it means something is kicking, you ask? When I feel compelled to get a quick laundry list out of...</summary>
    <author>
        <name>Brian Clark</name>
        <uri>http://www.gmdstudios.com</uri>
    </author>
    
        <category term="BTS" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Book 3" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-us" xml:base="http://www.schmeldritch.com/">
        <![CDATA[<p>Long time, no schmeldritch ... how the hell are you supposed to tell when we're being quiet on purpose and when it means something is kicking, you ask? When I feel compelled to get a quick laundry list out of details out, I guess. Bad puppetmaster!</p>
<p>Some of you might have heard that the lovely offices of GMD Studios were burgled during the summer -- who'd have thought having walls of glass were a security risk! Most notably, they stole a number of computers (including the one with the list of people to send Book 2 coins too, so we're going to need your help to recollect that information.) Most bizarrely, they stole all the extra Book 1 coins laying around the various rooms -- I can only imagine their disappointment when they tried to pawn them. A pox of crickets on their households!</p>
<p>Even more important, though, is a bit of pre-announcement on the Eldritch 3 Reboot. One of my goals for the Eldritch universe was always to have a structure flexible enough that we could have "guest puppetmasters" conduct entire Books in the sequence, much the way guest directors might helm an episode of an established television series. In this case, that means the best I'll be able to credit myself on this Book is as "series creator" or maybe "executive producer". Who's helming it then, you ask?</p>
<p>Brooke Thompson and Jan Libby. Boy are you guys in for a (trick or) treat. See you in the intermission ...</p>]]>
        
    </content>
</entry>

<entry>
    <title>Dog Houses, RPGs and Pudding</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2008/04/dog-houses-rpgs-and-pudding.html" />
    <id>tag:www.schmeldritch.com,2008://2.47</id>

    <published>2008-04-16T15:43:11Z</published>
    <updated>2008-04-16T15:51:01Z</updated>

    <summary> I&apos;m in the doghouse, and I deserve to be. I&apos;m not sure I&apos;ll make the dog collar a permanent fashion accessory (we&apos;re pretty casual around here for such elaborate bling), but it is appropriate in the short term. When...</summary>
    <author>
        <name>Brian Clark</name>
        <uri>http://www.gmdstudios.com</uri>
    </author>
    
        <category term="BTS" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Book 3" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Misc" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-us" xml:base="http://www.schmeldritch.com/">
        <![CDATA[<p>
<form class="mt-enclosure mt-enclosure-image" mt:asset-id="197"><a onclick="window.open('http://www.schmeldritch.com/mydogcollar.html','popup','width=479,height=640,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false" href="http://www.schmeldritch.com/mydogcollar.html"></a></form>
<form class="mt-enclosure mt-enclosure-image" mt:asset-id="197"><a onclick="window.open('http://www.schmeldritch.com/mydogcollar1.html','popup','width=479,height=640,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false" href="http://www.schmeldritch.com/mydogcollar1.html"></a></form>
<form class="mt-enclosure mt-enclosure-image" mt:asset-id="197"><a onclick="window.open('http://www.schmeldritch.com/mydogcollar2.html','popup','width=479,height=640,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false" href="http://www.schmeldritch.com/mydogcollar2.html"><img class="mt-image-left" style="FLOAT: left; MARGIN: 0px 20px 20px 0px" height="213" alt="mydogcollar.jpg" src="http://www.schmeldritch.com/assets_c/2008/04/mydogcollar-thumb-160x213.jpg" width="160" /></a></form>I'm in the doghouse, and I deserve to be. I'm not sure I'll make the dog collar a permanent fashion accessory (we're pretty casual around here for such elaborate bling), but it is appropriate in the short term. When clients ask me why I'm wearing a dog collar with a tag labeled "Providence," I'll explain to them that some really important people wanted to remind me that my clients are taking me away from what I'm supposed to be doing. </p>
<p>One day, I'll tell you the story about how the Poet snagged the Puppetmaster, the Sculptor and the Cultist up into a mad scientist project, all while Sploit got sucked into some kind of psychological testing project. Lesson: even a deep team bench can be devestated by the realities of people chasing a living (the flip side being, of course, it is so much easier if someone is paying you a wage and telling you it is your job.)</p>
<p>
<form class="mt-enclosure mt-enclosure-image" mt:asset-id="200"><a onclick="window.open('http://www.schmeldritch.com/myRPG.html','popup','width=480,height=640,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false" href="http://www.schmeldritch.com/myRPG.html"></a></form>
<form class="mt-enclosure mt-enclosure-image" mt:asset-id="200"><a onclick="window.open('http://www.schmeldritch.com/myRPG1.html','popup','width=480,height=640,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false" href="http://www.schmeldritch.com/myRPG1.html"><img class="mt-image-right" style="FLOAT: right; MARGIN: 0px 0px 20px 20px" height="213" alt="myRPG.jpg" src="http://www.schmeldritch.com/assets_c/2008/04/myRPG-thumb-160x213.jpg" width="160" /></a></form>Solutions: an even deeper team bench and a recontemplation of what it means to provision them. Armchair quarterbacking yourself mid-recovery is gauche, though, and I'm already in the Lovecraftian doghouse. Why bring a knife to a rocket propelled grenade launcher fight?</p>
<p>Your outpouring of friendly support is amazing, and has barely felt like stalking at all! I'm humbled by it and don't take any of you for granted. I've missed you too. The pre-production wheels are already in motion of making sure we earned that support, although the proof will be in the pudding.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Creating a Monster</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2008/03/creating-a-monster.html" />
    <id>tag:www.schmeldritch.com,2008://2.46</id>

    <published>2008-03-07T16:31:58Z</published>
    <updated>2008-03-07T16:36:09Z</updated>

    <summary>As any scientist will tell you, it is the unexpected result that is the most intriguing. Unfortunately, for us, the unexpected came in the form of what we call the Eldritch Curse. We can&apos;t say for sure that it&apos;s a...</summary>
    <author>
        <name>Brooke Thompson</name>
        <uri>http://www.mirlandano.com</uri>
    </author>
    
    
    <content type="html" xml:lang="en-us" xml:base="http://www.schmeldritch.com/">
        <![CDATA[As any scientist will tell you, it is the unexpected result that is the most intriguing. Unfortunately, for us, the unexpected came in the form of what we call the Eldritch Curse. We can't say for sure that it's a curse. Maybe one is just not meant to play with the dark, weird, and otherworldly. Whatever the case, we've known for a year now that there is something strange and magical about working on Eldritch Errors and, with every Book, we brace ourselves for the unpredictable. From death to birth and with gunshots or car accidents, we have learned to be prepared for whatever the universe throws our way. With Book Three, easily the most intense and complex chapter to date, we knew that whatever happened, it would be big.<br /><br /> ]]>
        <![CDATA[How could we know, however, that what would come would be amazing opportunities. Oh, we knew that it would be difficult, but we also knew that nothing was in opposition. Everything was complimentary. The skills and experiences we had in one would boost our talents and refresh our minds for the others. How could we get so lucky? <br /><br />Unfortunately, the universe demanded choices in return. Time, sanity, and passion were thrown on the table and, before we knew it, we lost time and our lives became chaotic and unpredictable as we struggled to hold on to the rest.<br /><br />With every setting sun, we believe that tomorrow is the day that we will triumph against this universe and win back time. The fact that we have come to accept, though, is that we just don't know that tomorrow will be the day and, as the days pass, our desire to regroup and rebuild grows stronger. For as much as we love the world we are playing with, it pales to our feelings for those playing in it with us. So, even if tomorrow is the day that time is, once again, ours, we ask for your continued patience as we use that time to gather what we have and figure out not how to make it work but how to bring it back to life and how to do that in a way that will immerse you, terrify you, and fulfill you in ways that will blow your mind. For you and the monster we all are playing with deserve nothing less.<br /><br />]]>
    </content>
</entry>

<entry>
    <title>See You After Book Three</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2008/01/when-i-saw-the-full.html" />
    <id>tag:www.schmeldritch.com,2008://2.45</id>

    <published>2008-01-23T02:43:37Z</published>
    <updated>2008-01-25T22:04:57Z</updated>

    <summary>InsertBook3Trailer(); When I saw the full moon in the sky during the pre-dawn drive to work, I knew it was time to shutter up Schmeldritch. Otherwise, people might wonder if Book Three has started or not, and you might as...</summary>
    <author>
        <name>Brian Clark</name>
        <uri>http://www.gmdstudios.com</uri>
    </author>
    
        <category term="Book 3" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Intent" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Series" scheme="http://www.sixapart.com/ns/types#category" />
    
    
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        <![CDATA[<div style="margin: 0px 12px 0px 0px; float: left; width: 320px; height: 256px;"><script language="JavaScript" type="text/javascript">InsertBook3Trailer();</script></div>
<p>When I saw the full moon in the sky during the pre-dawn drive to work, I knew it was time to shutter up Schmeldritch. Otherwise, <a href="http://www.argn.com/archive/000683eldritch_errors_book_3.php" target="outside">people might wonder</a> if Book Three has started or not, and you might as well <a href="http://forums.unfiction.com/forums/viewtopic.php?t=23948" target="outside">say it has</a>: once the interludes are over, we tend to get pretty quiet here in favor of <a href="http://www.eldritcherrors.com/" target="outside">EldritchErrors.com</a> to help <a href="http://www.eldritcherrors.com/jumpin.php" target="outside">new players jump in</a>. It is always so hard to <a href="http://www.schmeldritch.com/2007/11/eldritch-errors-red-moon-risin.html" target="outside">avoid indulging</a> in one <a href="http://www.schmeldritch.com/2007/09/scream-in-the-mountains.html" target="outside">brief William Castle moment</a> before shuttering this place up, though. It will be the first Schmeldritch post new participants stumble into for a while. This time, I might even indulge and give myself two brief moments to set that stage. </p>
<p></p>
<p>It goes without saying that the Eldritch crew thinks I'm insane, they've grown used to the mad scientist cackle coming from my office from time to time. My expectations for "Red Moon Rising" are obviously higher than they were even for "Scream in the Mountains," and after that many of us were going <a href="http://www.schmeldritch.com/2007/11/holy-crap.html">"holy crap!"</a>&nbsp;May I recommend that experienced participants change their tin foil hats daily during Book Three and leave it at that? </p>
<p>For new participants, welcome to the party, you're still <a href="http://www.schmeldritch.com/2007/12/based-on-actual-events.html">fashionably early</a>. Don't worry that Eldritch Errors has been going since last April, Book Three was developed with you in mind. It was also developed with Book One participants in mind, as well, so you'll have lots to <a href="http://www.sentryoutpost.com/forums/" target="outside">discover together</a>. You might even argue that new participants only missed the confusing, complicated setup to the real action.</p>
<p>Until we see each other again, I leave you with a quote from Lovecraft: <em>"<a href="http://www.youtube.com/watch?v=MUBVt7K1tQE" target="outside">I hate the moon -&nbsp;I am afraid of it</a> - for when it shines on certain scenes familiar and loved it sometimes makes them unfamiliar and hideous."</em></p>]]>
        
    </content>
</entry>

<entry>
    <title>Blame the New Staffer</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2008/01/blame-the-new-staffer.html" />
    <id>tag:www.schmeldritch.com,2008://2.44</id>

    <published>2008-01-23T02:16:45Z</published>
    <updated>2008-01-23T02:30:45Z</updated>

    <summary><![CDATA[ It all started when that strange, short new staff member reported in for duty just before the holidays. It claimed&nbsp;it came from the "home office" and that it was paid for out of someone else's budget, but it refused...]]></summary>
    <author>
        <name>Brian Clark</name>
        <uri>http://www.gmdstudios.com</uri>
    </author>
    
        <category term="Book 2" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Misc" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-us" xml:base="http://www.schmeldritch.com/">
        <![CDATA[<form class="mt-enclosure mt-enclosure-image" mt:asset-id="195"><a href="http://www.schmeldritch.com/Smith.png"><img class="mt-image-left" style="FLOAT: left; MARGIN: 0px 20px 20px 0px" height="180" alt="Smith.png" src="http://www.schmeldritch.com/Smith-thumb-240x180.png" width="240" /></a></form>
<p>It all started when that strange, short new staff member reported in for duty just before the holidays. It claimed&nbsp;it came from the "home office" and that it was paid for out of someone else's budget, but it refused to give us a picture of when&nbsp;it was 12 years old for <a href="http://www.gmdstudios.com/contact.html" target="outside">our staff page</a> (claims that was before photography was invented) and didn't want a phone extention. Mike&nbsp;tried to distract him with the "origami-a-day" calendar, but he was more interested in our production plans for Book Three.</p>
<p>I think we've managed to keep his creepy tentacles out of the storyline, but I totally blame him for falling behind on the meta materials, including the amazing stories you've been telling. I'm told they are calling it the <a href="http://forums.unfiction.com/forums/viewtopic.php?t=22753" target="outside">Cthecret Cthanta Worm</a>. We call it Worst Intern Ever, but only when we think it isn't watching us.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Based On Actual Events</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2007/12/based-on-actual-events.html" />
    <id>tag:www.schmeldritch.com,2007://2.42</id>

    <published>2007-12-28T18:16:43Z</published>
    <updated>2007-12-28T18:18:35Z</updated>

    <summary><![CDATA[There was a moment when I could have killed the comment:&nbsp;the moment&nbsp;I confirmed it again for the fact checker. We knew we'd start talking about it more explicitly in 2008, but was a minor detail in an unreviewed article the...]]></summary>
    <author>
        <name>Brian Clark</name>
        <uri>http://www.gmdstudios.com</uri>
    </author>
    
        <category term="Intent" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Series" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-us" xml:base="http://www.schmeldritch.com/">
        <![CDATA[<form class="mt-enclosure mt-enclosure-image" mt:asset-id="194"><img class="mt-image-left" style="FLOAT: left; MARGIN: 0px 20px 20px 0px" height="56" alt="wired_logo.gif" src="http://www.schmeldritch.com/wired_logo.gif" width="272" /></form>There was a moment when I could have killed the comment:&nbsp;the moment&nbsp;I confirmed it again for the fact checker. We knew we'd start talking about it more explicitly in 2008, but was a minor detail in an unreviewed article the right place to let such a critical detail about our baby first appear, after only <a href="http://www.schmeldritch.com/2007/12/experiencing-alternate-realiti.html">hinting at it before</a>? How would I write this very post, to frame the same information in our own voice? I could even imagine the <a href="http://forums.unfiction.com/forums/viewtopic.php?t=22812" target="outside">hypothetical Unfiction thread</a> to go with the <a href="http://www.wired.com/entertainment/music/magazine/16-01/ff_args" target="outside">hypothetical article</a>. Then I confirmed for Wired's fact checker that yes, we do intend both graphic novels and a television show as part of the revenue generating plans for <a href="http://www.eldritcherrors.com/" target="outside">Eldritch Errors</a>. Participants in Eldritch deserve at least a little more detail to go with that unexpected revelation, as we've kept&nbsp;a few critical concepts under wrap for a year now.&nbsp;]]>
        <![CDATA[<p><u>Patience &amp; Product Development</u></p>
<p>I'd hinted in the past that one of the differences between our business model and some of the self-sustaining ARG attempts in the past could be described as patience: a willingness to deploy the revenue models later rather make the immersive experience itself bear that burden from the beginning. In truth, we've all understood that was a gentle dodge of the question, and most of the team members who've worked on Eldritch Errors knew the more nuanced truth and why obscuring that for a while was a strategic necessity for the experiment. We instead tried to nudge you in more oblique ways. We described you as the <a href="http://www.eldritcherrors.com/about.php" target="outside">collective protagonist</a> instead of the sidekick, and how the story was yours as much as ours. Characters implied how the choices you were making had huge ramifications.</p>
<p>Among the storytellers, we sometimes even describe the immersive experience in terms of how it will appear in later incarnations ("I can picture that in the graphic novel") and I cackle secretly in delight at how&nbsp;Eldritch Errors&nbsp;films/graphic novels/television shows can be labeled "BASED ON ACTUAL EVENTS" with complete honesty and only the smallest of winks. I can imagine that new audience's delight in discovering the story didn't stop with that last page or frame or scene, and that in fact many of those Sentries are real and have continued their efforts. Imagine their delight when they can jump in and immerse in something they first experienced&nbsp;through a media product that they purchased or tuned into.</p>
<p>This also gives us a flexibility as storytellers. If you were a participant in Book One, think about how you would have described DC and B.A. at the end of "The Providence Prophecies" and how you might describe them with what you know now after "Scream in the Mountains." If I had been selling a graphic novel of "The Providence Prophecies" before Book Two, there are details I might have needed to obscure (like who mailed the packages) that now I might no longer need to obscure. Imagine how I might construct a graphic novel that wasn't available for purchase until next summer, more than a year after the events that made up the immersive Book One. The&nbsp;immersive experience might already be up to Book Five by then. It is the knowledge available inside the immersive experience at the time the product is released that helps define how we can or can't&nbsp;tell the story that's already happened.</p>
<p><u>Who Buys? Who Creates? Who Stars?</u></p>
<p>Do I imagine that that those of&nbsp; you participating in Eldritch Errors right now might be among those who buy a graphic novel, or tune into a television show, or buy the DVD of a movie? Yes, but&nbsp;you are more the stars of the product and the collaborators in that story development behind it, with the product intended for graphic novel buyers and television show viewers and DVD purchasers. What we didn't want participants to do, though, was to <a href="http://www.schmeldritch.com/2007/11/books-bangs-bucks-budgets.html#comments">feel a sense of stage fright</a>, especially not unnecessarily, and especially not early.&nbsp;</p>
<p>By intention, none of the above gives you a specific glimpse into exactly what we have up our sleeves, but it does tell you the process by which we plan on cracking the nut. Since this is new terrain,&nbsp;it also seemed worth establishing what we wouldn't do or might do, as it is tied implictly to the trust we build with you. To understand it, though, you have to divide the kinds of novels/films/shows we could potentially make into at least two&nbsp;categories.</p>
<p>We could call the first division "Documentary Products": we went into "Scream in the Mountains" thinking about post morteming the question "could we have shot a short or a feature?"&nbsp;That would have been a documentary product, and for us the rules of engagement would have been "whatever we shoot at live events is fair game as long as the lens is explicit and we get a release form before we create a derivative product from the immersive experience itself." You won't ever be surprised that we were shooting, and if you are in it you'll never be surprised about how it gets used. We're not out to "Punk'd" anyone.</p>
<p>We could call the second division "Dramatic License&nbsp;Products". These products stem from retellings of the events, but nothing says the author of that work didn't introduce their own biases into their retellings and recreations&nbsp; (which might be clouded in unwitnessed uncertainty in the true documentation of the story.) Imagine the difference between how a certain camper with an axe&nbsp;might tell his story versus the way a <em>Weekly World News</em> writer might have penned the story. The rules of engagement here are fuzzier, but the need to make rush judgements is far reduced because&nbsp;we have less need to capture things as they are happening or lose the opportunity forever.</p>
<p>Our plans for Eldritch Errors involve both documentary and dramatic license products. Each of those products could spin off derivative products of their own of either type. I could imagine both a documentary product in television (a "reverse reality show" of a sort) as well a television product based upon a dramatic license graphic novel retelling of the same story. They might even&nbsp;live at different phases of the life of the Eldritch Errors Universe measured by years. Because the quality of the&nbsp;immersive experience&nbsp;you are engaged in&nbsp;is part of&nbsp;the ultimate "engine of&nbsp;authorship quality" that&nbsp;makes each subsequent retelling work, you can assume that we'll always err on the side of being the most protective of the immersive experience over any of those other products, even though they must ultimately reach a far larger audience for them to be viable long-term business model revenue sources.</p>]]>
    </content>
</entry>

<entry>
    <title>Wesley Sizemore &amp; The Quiet Zone</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2007/12/wesley-sizemore-the-quiet-zone.html" />
    <id>tag:www.schmeldritch.com,2007://2.43</id>

    <published>2007-12-28T12:10:07Z</published>
    <updated>2007-12-28T12:09:43Z</updated>

    <summary>The Quiet Zone is one of the strangest chunks of real estate in North America, and an &quot;alternate history&quot; of how it came to be lies at the heart of the tale we&apos;re asking participants to dive into with Eldritch...</summary>
    <author>
        <name>Brian Clark</name>
        <uri>http://www.gmdstudios.com</uri>
    </author>
    
        <category term="Intent" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Series" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-us" xml:base="http://www.schmeldritch.com/">
        <![CDATA[<p><a href="http://www.wired.com/wired/archive/12.02/quiet.html" target="outside">The Quiet Zone</a> is one of the strangest chunks of real estate in North America, and an <a href="http://www.eldritcherrors.com/evidence/telescope.php" target="outside">"alternate history"</a> of how it <a href="http://www.sentryoutpost.com/wiki/index.php?title=Exu%27s_letter" target="outside">came to be</a> lies at the heart of the tale we're asking <a href="http://www.schmeldritch.com/2007/11/if-we-were-willing-to-tease-th.html">participants to dive into</a> with <a href="http://www.eldritcherrors.com/" target="outside">Eldritch Errors</a>. If Book One was in part inspired by <a href="http://www.schmeldritch.com/2007/09/a-pair-of-real-sentries.html">real Sentries</a>, then Book Two was inspired at least in part by the Guardian of the Quiet, Wesley Sizemore, an eye&nbsp;witness to the 1988 telescope collapse in Green Bank. This recent PBS &amp; Wired Science segment on the Quiet Zone (noticed <a href="http://forums.unfiction.com/forums/viewtopic.php?p=444025#444025" target="outside">by Varin</a>) explores the Zone further.</p>
<p align="center"><embed src="http://www.pbs.org/kcet/wiredscience/video/embed/308" width="425" height="265" type="application/x-shockwave-flash" quality="high" wmode="transparent"></p></embed>]]>
        
    </content>
</entry>

<entry>
    <title>Calling On Inner Natural Storytelling</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2007/12/calling-on-inner-natural-story.html" />
    <id>tag:www.schmeldritch.com,2007://2.41</id>

    <published>2007-12-11T18:25:07Z</published>
    <updated>2007-12-11T18:31:04Z</updated>

    <summary> In Book One, we asked you to show us your creativity. For Book Two, we want to encourage something a bit more in the spirit of H.P. Lovecraft -- we want you to tap the Eldritch storyteller in you...</summary>
    <author>
        <name>Brian Clark</name>
        <uri>http://www.gmdstudios.com</uri>
    </author>
    
        <category term="BTS" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Book 2" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-us" xml:base="http://www.schmeldritch.com/">
        <![CDATA[<form class="mt-enclosure mt-enclosure-image" mt:asset-id="191"><a href="http://www.schmeldritch.com/book_two_coin.jpg"><img class="mt-image-left" style="FLOAT: left; MARGIN: 0px 20px 20px 0px" height="240" alt="book_two_coin.jpg" src="http://www.schmeldritch.com/assets_c/2007/12/book_two_coin-thumb-240x240.jpg" width="240" /></a></form>
<p><a href="http://www.schmeldritch.com/2007/09/the-providence-prophecies-part.html">In Book One</a>, we asked you to <a href="http://www.schmeldritch.com/book-1/">show us your creativity</a>. For Book Two, we want to encourage something a bit more in the spirit of H.P. Lovecraft -- we want you to tap the Eldritch storyteller in you and share it with everyone else. As storytellers we believe we can use anything under the Sun to tell our story, and so we believe you can too. No messy self-addressed envelopes this time around, just a quick email to inquiry at this blog's domain with a link to where we can enjoy your EE creation and the address where we should send your participatory commemoration. Those of you who have already been telling stories can count yourself a step ahead of crowd.</p>
<p>We've got a mystery to share with you, too. We don't want to show you the back yet, even though there isn't anything on the back you haven't already experienced. Sometimes, though, what you choose to focus on from a Book makes a detail suddenly more significant. We owe it to you let that discovery come first from inside the narrative rather than from a commemoration of it. You'll have an opportunity early in Book 3 to clarify your understanding of something you already know, and when that happens what's on the back will seem more natural and less like a reveal.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Open Source Literary Game Design in the 1920s</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2007/12/open-source-literary-game-desi.html" />
    <id>tag:www.schmeldritch.com,2007://2.40</id>

    <published>2007-12-09T16:36:05Z</published>
    <updated>2007-12-09T16:36:14Z</updated>

    <summary> I&apos;ve been writing for the last month about H.P. Lovecraft, meandering from talking about his work to his scientific leanings to his letter writing. It has made me look like such a tremendous geek (or at least that&apos;s what...</summary>
    <author>
        <name>Brian Clark</name>
        <uri>http://www.gmdstudios.com</uri>
    </author>
    
        <category term="Intent" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Lovecraft" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Series" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-us" xml:base="http://www.schmeldritch.com/">
        <![CDATA[<p>
<form class="mt-enclosure mt-enclosure-image" mt:asset-id="182"><img class="mt-image-left" style="FLOAT: left; MARGIN: 0px 20px 20px 0px" height="281" alt="lovecraftspillow.jpg" src="http://www.schmeldritch.com/lovecraftspillow.jpg" width="250" /></form>I've been writing for the last month about H.P. Lovecraft, meandering from talking about <a href="http://www.schmeldritch.com/2007/11/lovecraft-with-water-wings.html">his work</a> to <a href="http://www.schmeldritch.com/2007/11/lovecraft-science-and-charlata.html">his scientific leanings</a> to <a href="http://www.schmeldritch.com/2007/11/lovecraft-nobody-expects-anyth.html">his letter writing</a>. It has made me look like such a tremendous geek (or at least that's what my commercial clients tell me.) Part of that was certainly to help illuminate what I mean when I say that <a href="http://www.eldritcherrors.com/" target="outside">Eldritch Errors</a> is inspired more by the author than his works, but I also want to set up a more radical proposition. Lovecraft was working with ideas from the 21st century, but he was forced to explore them with 19th and 20th century technologies (such as letter writing instead of email.) </p>
<p>Lovecraft was an alternate reality game designer, a writer who believed his stories must be "devised with all the care &amp; verisimilitude of an actual hoax," stories that he unfolded like forensic investigations. He was also an <a href="http://www.opensource.org/" target="outside">Open Source advocate</a> and loved implied <a href="http://creativecommons.org/licenses/by-nc/3.0/us/" target="outside">share alike licensing</a> (although I suspect the license I linked too is more restrictive than what he believed in.) He delighted when others lifted references from his work and equally delighted incorporating their references back into his work. He had an intimate relationship with his readers, because he was frequently the one mailing them the manuscript to read. It shouldn't be surprising that <a href="http://www.chaosium.com/catalog/default.php?cPath=41" target="outside">tabletop gaming</a> and <a href="http://www.hyperwerx.net/cthulhu/" target="outside">non-tabletop gaming</a> have so embraced his work (now public domain) and played such a key role in preserving and extending it.</p>]]>
        <![CDATA[<p>Marvel for a moment with me that the combination of traits Lovecraft played with (game design, open source, letter writing, weird fiction) has produced a 70 year legacy of "fan art" richer and more diverse than his own writings ever really were. Yes, much of that fan art has been created by young gamers and writers and filmmakers playing with the most obvious and surface of Lovecraft's themes. Some of that fan art, though, has been from people like Neil Gaimen and Stephen King. In the <a href="http://www.amazon.com/H-P-Lovecraft-Against-World/dp/1932416188" target="outside">introduction King wrote to another book</a>, he described the story that was too scary for even him to write and offered it up to other writers who might want to take a stab at it, in the finest tradition of Lovecraft's Open Source perspective.</p>
<p>
<form class="mt-enclosure mt-enclosure-image" mt:asset-id="183"><a href="http://www.schmeldritch.com/Lovecraft%27s_Pillow_magazine.jpg"><img class="mt-image-right" style="FLOAT: right; MARGIN: 0px 0px 20px 20px" height="240" alt="Lovecraft's_Pillow_magazine.jpg" src="http://www.schmeldritch.com/assets_c/2007/12/Lovecraft's_Pillow_magazine-thumb-320x240.jpg" width="320" /></a></form>Stephen King was in Providence strolling past a pawn shop when he had a flash of inspiration. He imagined a stained ordinary pillow in the shop window, and imagined himself wandering into the store to inquire about it, only to be told that it was the pillow of H.P. Lovecraft himself. Imagine the horrible nightmares Lovecraft had on that pillow, and what residue it might have left if you bought it and took it home to rest your own sleeping head. He decided, after much effort, that he couldn't bring himself to go there, that to do the concept justice was too scary of a proposition, even for Stephen King. Last year, <a href="http://www.dreadcentral.com/node/11145" target="outside">a short filmmaker made "Lovecraft's Pillow"</a> and happily <a href="http://www.erie.psu.edu/newscal/news2007/may-LovecraftsPillow.htm" target="outside">explained it was a "Stephen King concept"</a>. Viva la Open Source!</p>
<p>Some will argue that in my desire to look for artistic antecedents I'm stretching the definitions of some of these concepts too far for them to remain meaningful. Those critics might give me a push on "Open Source," as Lovecraft legacy is a massively impressive example of the long-term effects of a "share alike" mentality. They might even grudgingly give me the "alternate reality" argument as well ... Stephen King was certainly in an alternate reality that day in Providence. The argument will come down, I suspect, to the definition of "game design," and the criticisms of that perspective will be remarkably close to the critiques of my own work as well. People who like the more explicit end of gameplay sometimes find my work "more like a story" than like a game, while those who enjoy my work are more likely to also accept a less explicit definition of game.</p>
<p><u>Ponder What a Game Is</u></p>
<p>
<form class="mt-enclosure mt-enclosure-image" mt:asset-id="187"><a href="http://www.schmeldritch.com/zackboothsimpson.jpg"><img class="mt-image-left" style="FLOAT: left; MARGIN: 0px 20px 20px 0px" height="240" alt="zackboothsimpson.jpg" src="http://www.schmeldritch.com/zackboothsimpson-thumb-320x240.jpg" width="320" /></a></form>My view of game design is heavily shaped by one particular experience: trying to describe to really bright filmmakers in 2002 how the structures of game and narrative work together. Fortunately, I was able to play second fiddle in that heavy lifting to the immensely brilliant <a href="http://www.youtube.com/watch?v=z6u5v0OKq-Q" target="outside">Zach Booth Simpson</a> (doing <a href="http://www.youtube.com/watch?v=UuCvGeVcxlo&amp;feature=related" target="outside">amazing work</a> at <a href="http://www.mine-control.com/" target="outside">Mine-Control</a>). Zach focused on "game" as being "a set of rules designed to reproduce particular narrative experiences." Basketball games getting a lttle slow? Institute a possession timeclock. Why? Because the designers of the reproducible experience of basketball want it to be fast paced and have a high incidence of ties until late in the game: that is a more satisfying narrative experience whether you're sitting in the stands or watching at home on television.</p>
<p>Narrativists have these same kind of rules. We can talk about <a href="http://www.cod.edu/people/faculty/pruter/film/threeact.htm" target="outside">three act structures</a>, conflict resolution, the hero myth cycle and hundreds of other rules for writing good narratives. The difference between a narrativist and a game designer is often (but not always) whether or not you make those rules exposed to the audience. In a game, the rules and the players are very apparant, and the narrative frequently seems like a complete surprise to the audience even though it is self evident in an analysis of the rules (and our general concept of "fairness of rules".)</p>
<p>Others will have more stringent definitions of what constitutes a game. I find this particular construct useful primarily for those places where narrative and game must tango in unison. With those eyes, I look back at Lovecraft -- especially his letters -- and see an artist inventing new rules, pondering the new kinds of experiences that ruleset ("weird fiction") can create, and teaching those rules to other artists and fans. The size of this audience, while Lovecraft was alive, was exceptionally small. The proportion of people who learned the rules from Lovecraft to those who read his work was unusually high, especially from the viewpoint of "mass produced 20th century art". Because we have so many of his letters preserved and published, I can even the learn the rules directly from Lovecraft's informal coorespondence with his own fans and peers more than 70 years later.</p>
<p><u>Chickenthulhu!</u></p>
<p>
<form class="mt-enclosure mt-enclosure-image" mt:asset-id="189"><a href="http://www.schmeldritch.com/dscn3432.jpg"><img class="mt-image-right" style="FLOAT: right; MARGIN: 0px 0px 20px 20px" height="240" alt="dscn3432.jpg" src="http://www.schmeldritch.com/dscn3432-thumb-320x240.jpg" width="320" /></a></form>I'm not sure I can effectively argue against someone who wanted to prove "this isn't game design," but I suspect my snarky answer might be something like, "<a href="http://www.lulu.com/content/99444" target="outside">this is not a game</a>" or "all game design is a subset of <a href="http://en.wikipedia.org/wiki/Reader-Response_Criticism" target="outside">reader response theory</a>." We're in a <a href="http://shiveredsky.blogspot.com/2006/12/look-at-this-weird-lemon-thing.html" target="outside">chicken-and-egg argument</a> about something that is really integrated. I concede that the more interesting question is, "If Lovecraft lived today, and had email instead of letters, and a website instead of being unpublished, and could have read modern dialog about game and modern narrative theory, what would he have done?"</p>
<p>A part of me likes to imagine he would have been mailing out bas-relief sculptures of unspeakable gods, accompanied by notes from the artist describing their horrible nightmares that lead to this work, all as rabbit holes for his new ARG called "The Call of Cthulhu." He probably would have argued vehemently in <a href="http://forums.unfiction.com/forums/index.php?f=193" target="outside">Unfiction META</a> that he wasn't making ARGs at all, but was making "weird reality fiction" (WRF?!?) or some such, as Lovecraft loved him some good META.</p>
<p>Not many artists have played with this concept yet outside of the RPG universe (such as Delta Green); there's a surprisingly good very-short story about a Miskatonic Electronics modem that turns everything someone posts to flamewar material (Lawrence Watt-Evans' punnily-titled "Pickman's Modem"), but it was published in 1992 before the real age of the Internet had dawned. <a href="http://www.eldritcherrors.com/" target="outside">Eldritch Errors</a> is an attempt to explore the question further, to experiment with the rules of "weird fiction" (as H.P. Lovecraft practiced and explained them) with the new tools of 21st century platformless storytelling, where the world and everything in it can be both part of the story and the delivery vehicle of the story.</p>]]>
    </content>
</entry>

<entry>
    <title>Experiencing Alternate Realities</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2007/12/experiencing-alternate-realiti.html" />
    <id>tag:www.schmeldritch.com,2007://2.39</id>

    <published>2007-12-05T16:40:09Z</published>
    <updated>2007-12-05T18:48:38Z</updated>

    <summary>Explaining what Eldritch Errors is presents challenges, both for those of us crafting the experience and for the participants involved in it. It is similar to a number of things: you can talk about how it is both like and...</summary>
    <author>
        <name>Brian Clark</name>
        <uri>http://www.gmdstudios.com</uri>
    </author>
    
        <category term="BTS" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Intent" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Series" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-us" xml:base="http://www.schmeldritch.com/">
        <![CDATA[<p>Explaining what <a href="http://www.eldritcherrors.com/" target="outside">Eldritch Errors</a> is presents challenges, both for those of us crafting the experience and for the participants involved in it. It is similar to a number of things: you can talk about how it is both like and unlike an alternate reality game, or how it is both like and unlike live action roleplaying games. Each of those labels works on some level for setting your expectations on the kinds of experiences you might have participating in Eldritch Errors, but they might also suggest things that aren't as true.</p>
<p>Describing what Eldritch Errors is should frankly be <a href="http://www.eldritcherrors.com/" target="outside">the job of the other site</a>; I'm cheating if I have to do it here. However, there is no client whose ultimate needs must drive this production, so the intentions of what we hope to craft stem from the experiments that we want to explore, not from a marketing need. Eldritch Errors didn't appear from a vacuum; it is the continuation of past experiments that also shed a light on the kinds of experiences participants have already had ... and what you might expect from Eldritch Errors in the future.</p>]]>
        <![CDATA[<p><u>Alternate Reality Productions</u></p>
<p><a href="http://www.nothingsostrange.com/press/production.html" target="outside">Production</a> for the <a href="http://www.nothingsostrange.com/the_film/" target="outside">feature film</a> <em>Nothing So Strange</em> began in late 1999; it finally started reaching an audience at festivals in January 2001 and we ended up <a href="http://www.nothingsostrange.com/press/pressrelease102403.html" target="outside">self-releasing</a> in 2003. Like many of the independent films I love, it isn't a perfect film, but it received <a href="http://www.nothingsostrange.com/press/press_list.html" target="outside">warm critical praise</a> instead of financial success. We used the phrase "documentary from an alternate reality" to describe the film, in great part to separate it from the excellent (but more comedic) work of <a href="http://en.wikipedia.org/wiki/Christopher_Guest" target="outside">Christopher Guest</a> that gets labeled as mockumentary. People <a href="http://en.wikipedia.org/wiki/Nothing_So_Strange" target="outside">still call it a mockumentary</a> anyway.</p>
<p>Long before <a href="http://www.nothingsostrange.com/links/" target="outside">the websites</a> for <em>Nothing So Strange</em> served any promotional purpose, they were an intimate part of making the film during 2000. They were a repository of <a href="http://www.citizensfortruth.org/action/" target="outside">props</a> and <a href="http://www.citizensfortruth.org/truthwatch/" target="outside">essays by performers</a>. They were a <a href="http://www.garcettireport.org/" target="outside">meticulous assembly of conspiracy references</a> by the producers. They were an immersive exchange between people who <a href="http://www.billgatesisdead.com/links/His_Detractors/Fake_Gates_Death_Sites.html" target="outside">stumbled upon our bizarre experiment</a> and those participating in it. Most of the performers in the film didn't even know what they were getting into, and our <a href="http://en.wikipedia.org/wiki/Gil_Garcetti" target="outside">antagonist</a> and <a href="http://www.billgatesisdead.com/" target="outside">victim</a> are both public figures who didn't even get asked if they would like to participate.</p>
<p>So, for example, the cast might receive an email, telling them to show up at a certain place and time and hold a meeting where they draft a constitution and mission statement. When they arrived, <a href="http://en.wikipedia.org/wiki/Brian_Flemming" target="outside">Brian Flemming</a> the director would already be setup and filming. During that experience, there is no cut or scene or script - the action is improvised, sometimes in ways that end up defining the most interesting moments of the film. The first rule was verite: it must be real. The cast was able to do this in part by keeping track of what was happening at the Citizens for Truth websites. Most of the participants weren't even professional actors, only a few experienced cast members were scattered through the mix. Flemming liked to pride himself on the fact you couldn't pick the professionals out from the non-professionals by their performances. He was on to something.</p>
<p>It was a natural extension to then take those people and <a href="http://en.wikipedia.org/wiki/Nothing_So_Strange#Illusory_techniques" target="outside">drop them into real situations</a> that are far more public, while also having some actors (like David James and Laurie Pike) act as much as producers as actors in the classic film production sense. There was a lot of inspiration drawn from <a href="http://en.wikipedia.org/wiki/Medium_Cool" target="outside"><em>Medium Cool</em></a> by Haskell Wexler (including shooting at the Democratic National Convention among protestors 32 years after Wexler shot at another DNC in a different city.) The mixing of the fictive and the real, and their <a href="http://www.nothingsostrange.com/tv/foxnews.html" target="outside">reactions to each other</a>, was at the heart of both films. Sometimes the real even called me and asked me to make my fiction less realistic!</p>
<p>Even if we had never encountered alternate reality gaming, what we're doing with Eldritch Errors would have still been the next phase of that same experiment in <em>Nothing So Strange</em>. Now many of you are among that cast, and the experiences that people have in Eldritch as protagonists greatly resembles the way Flemming engineered the experiences of the cast in an unconventional film production dedicated to verite. Welcome to the new experiment.</p>
<p><u>Are You Experienced?</u></p>
<p>In 2002, <a href="http://en.wikipedia.org/wiki/History_of_Alternate_Reality_Games#Community_Development" target="outside">Sean C. Stacey</a> coined a little phrase, alternate reality game, to describe a grassroots game called <a href="http://www.arghive.com/lockjaw/" target="outside">Lockjaw</a>, created by the players-turned-developers from a game (The Beast) for Spielberg's movie <em>A.I.</em> in the summer of 2001. Brooke Thompson should really tell you more about that period of time, since she was one of the developers of Lockjaw. I didn't really pay more than passing attention to that particular development (and the wonderful world of <a href="http://www.unfiction.com/" target="outside">Unfiction</a> and <a href="http://www.argn.com/" target="outside">ARGN</a>) until 2004 when a project we were running for Sharp Electronics started <a href="http://www.argn.com/archive/000175new_arg_legend_of_the_sacred_urns.php" target="outside">getting called an ARG</a> by some of the participants.&nbsp; I remember those early conversations with Michael Monello, one of the producers of <em>The Blair Witch Project</em> and another of the developers of Legend of the Sacred Urns. The ARG community had come to many of the same conclusions that we had about what was fun, but had invented a new lexicon to try describe it that was confusing to outsiders.</p>
<p>It wasn't until the same core team (part of which would go on to become <a href="http://www.campfiremedia.com/" target="outside">Campfire NYC</a>) worked together again for Audi that some of ideas expressed by the ARG community were <a href="http://www.argn.com/archive/2005/06/" target="outside">part of the design concepts</a>, and <em>The Art of the Heist</em> could thus be called "our first alternate reality game" in 2005 (at the least, it was the first that was intended to <a href="http://www.smirkbox.com/index.php?option=com_content&amp;task=view&amp;id=100&amp;Itemid=0" target="outside">meet those expectations</a>.) GMD Studios did <a href="http://www.argn.com/archive/000403who_is_benjamin_stove_wrap_up_pm_chat.php" target="outside">one more classical ARG</a> in 2006 with, in fact, the aforementioned Brooke Thompson. There are some things about the ARG metaphor that are fascinating after drinking deeply from that well (earning all of <a href="http://en.wikipedia.org/wiki/History_of_Alternate_Reality_Games#2004-2006:__Massive-Scale_Commercial_Games_and_Mainstream_Attention" target="outside">three sentences</a> in Wikipedia history of ARGing.)</p>
<p>The most interesting of those ARGish perspectives is the gamic design principles of agency, and the subtle difference that creates in design when it replaces the broader category of interactivity. It isn't enough to let the audience wade into the story, they must be left with the feeling it wouldn't haven't happened if they hadn't waded into it. That intersection between game and narrative has always been <a href="http://www.weblab.org/crossover/index.html" target="outside">one of my biggest fascinations</a>, as I was <a href="http://www.valhalla.com/info/credits.html" target="outside">technically a game developer</a> before I was a web artist or online brand builder. We were big in Europe in the 1990s, natch!</p>
<p>I'll leave it to others to debate whether Eldritch Errors is or isn't an alternate reality game; it probably is at least a <a href="http://www.unfiction.com/compendium/2006/11/10/undefining-arg/" target="outside">chaotic fiction</a> (a slightly broader umbrella term that includes ARGs also coined by Stacey.) Either phrase does a good enough job of setting up the expectations of participants, even if neither definition fully explains what we're experimenting with. If I had to pick a label, though, I'd call Eldritch Errors an "immersive narrative experience" and draw part of that definition from <a href="http://www.nathan.com/" target="outside">Nathan Shedroff's work</a> in <a href="http://www.nathan.com/ed/index.html" target="outside">experience design</a>, especially some of his <a href="http://www.nathan.com/projects/1995/index.html" target="outside">work in 1995</a> while at vivid studios, because we're all at least slightly influenced by <a href="http://www.gmdstudios.com/news/press/rift_082895.html" target="outside">what we play</a>:</p>
<p>
<blockquote>"The most important concept to grasp is that all experiences are important and that we can learn from them whether they are traditional, physical, offline experiences or whether they are digital, online, or other technological experiences. In fact, we know a great deal about experiences and their creation through these other established disciplines that can-and must-be used to develop new solutions. Most technological experiences-including digital and, especially, online experiences-have paled in comparison to real-world experiences and have been relatively unsuccessful as a result. What these solutions require is for their developers to understand what makes a good experience first, and then to translate these principles, as well as possible, into the desired media without the technology dictating the form of the experience."</blockquote>
<p></p>
<p>Experience design is broad, so putting "narrative" before it lets you know it isn't a work of truth like our community experiences for PBS Online, while tacking "immersive" at the beginning helps make it clear that this isn't just a mediated experience (media is a part of it, but not the totality of it.) It still doesn't quite convey that there is still a game in there too, but then it also doesn't convey we want to scare you and make you learn something about computer security as well. You have to unbundle those concepts by realizing what makes up an experience ... or by <a href="http://www.sentryoutpost.com/forums/" target="outside">becoming experienced</a>.</p>]]>
    </content>
</entry>

<entry>
    <title>Lovecraft: &quot;Nobody Expects Anything of a Letter&quot;</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2007/11/lovecraft-nobody-expects-anyth.html" />
    <id>tag:www.schmeldritch.com,2007://2.38</id>

    <published>2007-11-22T12:41:25Z</published>
    <updated>2007-12-09T22:08:00Z</updated>

    <summary> H.P. Lovecraft wrote more letters than it is easy to imagine, unless of course you live in the Age of Email. Scholars conservatively estimate that he wrote over 100,000 letters in his life: they have about 10,000 preserved, and...</summary>
    <author>
        <name>Brian Clark</name>
        <uri>http://www.gmdstudios.com</uri>
    </author>
    
        <category term="Intent" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Lovecraft" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Series" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-us" xml:base="http://www.schmeldritch.com/">
        <![CDATA[<p>
<form class="mt-enclosure mt-enclosure-image" mt:asset-id="178"><a href="http://www.schmeldritch.com/postcard-1927-b.jpg"><img class="mt-image-left" style="FLOAT: left; MARGIN: 0px 20px 20px 0px" height="152" alt="postcard-1927-b.jpg" src="http://www.schmeldritch.com/postcard-1927-b-thumb-240x152.jpg" width="240" /></a></form>H.P. Lovecraft wrote more letters than it is easy to imagine, unless of course you live in the Age of Email. Scholars conservatively estimate that he wrote over 100,000 letters in his life: they have about 10,000 preserved, and to publish even those unabridged would take 100 volumes each 400 pages long. About a thousand of them are in print across a few handfulls of volumes. For me, his letters are both his towering artistic achievement, and his towering creative achievement in developing his relationship with the fans he did have, fans who would end up preserving his work for all of us. Lovecraft tries to disavow the power of his letters in a paragraph that sound suspiciously like the way many emailers and bloggers would describe writing today:</p>
<p>
<blockquote>"Nobody expects anything of a letter, or judges any man's style by one. Even when I write one by hand I pay no attention to rhetorick, but just sail along at a mile-a-minute pace ... If you were to analyse the language of this letter you would find it shot all to hell with solecisms and bad rhythms."</blockquote>
<p></p>
<p>I can't let that stop me: there seems to be so much power in his letters, an easy elegence of style that smells suspiciously 21st century. In an essay that Lovecraft wrote defending his work "Dagon," for example, he penned a line that I think is among the most revealing glimpses into&nbsp;his soul as an artist: "There are probably seven persons, in all, who really like my work; and they are enough. I should write even if I were the only patient reader, for my aim is merely self-expression." Here's the story of&nbsp;one of those "seven persons" and a few of the tidbits from those letters that have shaped my view of Lovecraft.</p>]]>
        <![CDATA[<p>In 1924, a 16-year-old young man wrote a letter to author <a href="http://en.wikipedia.org/wiki/Clark_Ashton_Smith" target="outside">Clark Ashton Smith</a> in which he expressed admiration for Lovecraft's work. Smith, who was exchanging letters with Lovecraft at the time, mentioned the boy to Lovecraft -- Lovecraft told Smith to send his two unpublished manuscripts to the boy with instructions to return them directly to Lovecraft when he was finished. This began a coorespondence between Lovecraft and this young man, <a href="http://en.wikipedia.org/wiki/Donald_Wandrei" target="outside">Donald Wandrei</a>, that would continue until Lovecraft's death and, in a way, beyond. Wandrei, who by this point had&nbsp;written short stories and novels with Lovecraft's encouragement, would then found <a href="http://en.wikipedia.org/wiki/Arkham_House" target="outside">Arkham House</a>, a publisher dedicated to getting Lovecraft's work back in print. With his co-founder, <a href="http://en.wikipedia.org/wiki/August_Derleth" target="outside">August Derleth</a>, they succeeded, and also managed a massive 30-year effort to collect the letters Lovecraft sent to coorespondants to go along with the ones they had from Lovecraft's estate. Because of that, I can read them today and draw inspiration, including nearly every letter in the Wandrei/Lovecraft exchange over that decade of time (collected in the volume <a href="http://www.amazon.com/Lovecraft-Letters-Vol-Mysteries-Wandrei/dp/1892389495/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1195736074&amp;sr=8-1" target="outside"><em>Mysteries of Time and Spirit, The Letters of H.P. Lovecraft and Donald Wandrei</em></a> edited by Joshi &amp; Schultz.)</p>
<p>
<form class="mt-enclosure mt-enclosure-image" mt:asset-id="180"><a href="http://www.schmeldritch.com/43148.jpg"><img class="mt-image-right" style="FLOAT: right; MARGIN: 0px 0px 20px 20px" height="710" alt="43148.jpg" src="http://www.schmeldritch.com/43148-thumb-240x710.jpg" width="240" /></a></form>Lovecraft might have had more than seven people who actually liked his work, but however small the number was Lovecraft was right: they were enough to create a legacy. Not just the legacy of preserving his works, but also of collecting and preserving his letters, in which we find some of the keys to what Lovecraft was articulating about&nbsp;story during his "major fiction" phase of 1931-1935. These passages -- from the letters, not from the fiction -- are my key to understanding what Lovecraft intended, and also what we've taken as some of our core principles regarding "what it means to be faithful to Lovecraft's vision." I can think of no better way to share them with you then as they are, sans commentary -- and if you're interested in more, I'd recommend to you <em><a href="http://www.amazon.com/Subtler-Magick-Writings-Philosophy-Lovecraft/dp/1880448610/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1195736295&amp;sr=1-1" target="outside">A Subtler Magick, The Writings and Philosophy of H.P. Lovecraft</em></a> by S.T. Joshi as springboard:</p>
<blockquote>
<p>"Now all my tales are based on the fundamental premise that common human laws and interests and emotions have no validity or significance in the vast cosmos-at-large. To me there is nothing but puerility in a tale in which the human form -- and the local human passions and conditions and standards -- are depicted as native to other worlds and universes. To achieve the essence of real externality, whether of time or space or dimension, one must forget that such things as organic life, good and evil, love and hate, and all such local attributes of a negligible and temporary race called mankind, have any existence at all." <em>(Selected Letters, 1925-1929)</em></p>
<p>"The time has come when the normal revolt against time, space &amp; matter must assume a form not overtly incompatible with what is known of reality -- when it must be gratified by images forming <em>supplements</em> rather than <em>contradictions</em> of the visible &amp; measurable universe. And what, if not a form of non-supernatural cosmic art, is to pacify this sense of revolt -- as well as gratify the cognate sense of curiosity?" <em>(Selected Letters, 1929-1931)</em></p>
<p>"The crux of a weird tale is something which could not possibly happen ... If any unexpected advance in physics, chemistry, or biology were to indicate the possibility of any phenomena related by the weird tale, that particular set of phenomena would cease to be weird in the ultimate sense because it would become surrounded by a different set of emotions. It would no longer represent imaginative liberation, because it would no longer indicate a suspension or violation of the natural laws against whose universal dominance our fancies rebel." <em>(Selected Letters, 1929-1931)</em></p>
<p>"No weird story can truly produce terror unless it is devised with all the care &amp; verisimilitude of an actual hoax." <em>(Selected Letters, 1929-1931)</em></p></blockquote>
<p>Lovecraft was a creature of his letter writing, and deliciously so for all of us. What he gained from that experience was something he could even articulate. I wonder how many of us receive some similar benefit from our Internet existences:</p>
<blockquote>
<p>"As to letters, my case is peculiar. I write such things exactly as easily and rapidly as I would utter the same topics in conversation; indeed, epistolary expression is with me largely replacing conversation, as my condition of nervous prostration becomes more and more acute. I cannot bear to talk much now, and am becoming as silent as the Spectator himself! My loquacity extends itself on paper." <em>(Selected Letters, 1911-1924)</em>&nbsp;</p>
<p>"As a person of very retired life, I met very few different sorts of people in youth -- and was therefore exceedingly narrow and provincial. Later on, when literary activities brought me into touch with widely diverse types by mail -- Texans like Robert E. Howard, men in Australia, New Zealand, &amp;c., Westerners, Southerners, Canadians, people in old England, and assorted kinds of folk nearer at hand -- I found myself opened up to dozens of points of view which would otherwise never have occurred to me. My understanding and sympathies were enlarged, and many of my social, political, and economic views were modified as a consequence of increased knowledge. Only correspondence could have effected this broadening; for it would have been impossible to have visited all the regions and met all the various types involved, while books can never talk back or discuss." <em>(Selected Letters, 1911-1924)</em></p></blockquote>
<p>Through his letters, it becomes&nbsp;easy for me to imagine what Lovecraft might have been like if he had lived today. The Internet might very well have&nbsp;combined a few of the things&nbsp;he was passionate about -- including correspondence, amateur journalism and literary community -- and turned&nbsp;him into a great model for what the rest of us could do&nbsp;with those same&nbsp;tools. I imagine he'd be a frequent and fiery participant in all kinds of&nbsp;online communities as well as&nbsp;one heck of a blogger. I imagine&nbsp;he'd be a defender of the&nbsp;Open Source movement and be Creative Commons licensing his work as "Share Alike". I also imagine that&nbsp;his interest in stories with the "care &amp; verisimilitude of an actual hoax" would have also led him to be fascinated with alternate reality gaming and immersive narrative. Basically, the kind of guy I probably would have learned a lot from.</p>]]>
    </content>
</entry>

<entry>
    <title>Books, Bangs, Bucks &amp; Budgets</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2007/11/books-bangs-bucks-budgets.html" />
    <id>tag:www.schmeldritch.com,2007://2.37</id>

    <published>2007-11-20T16:04:07Z</published>
    <updated>2007-11-20T16:21:14Z</updated>

    <summary>As a producer, I tend to think of Eldritch Errors as a machine with two modes: burn and coast. When the production is in burn mode during a Book, it costs more to keep Eldritch healthy. When we come into...</summary>
    <author>
        <name>Brian Clark</name>
        <uri>http://www.gmdstudios.com</uri>
    </author>
    
        <category term="Book 2" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="How To" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-us" xml:base="http://www.schmeldritch.com/">
        <![CDATA[<p>As a producer, I tend to think of Eldritch Errors as a machine with two modes: burn and coast. When the production is in burn mode during a Book, it costs more to keep Eldritch healthy. When we come into an Interlude, that cost goes down ... but if you coast too long you'll lose too much of your momentum. When Eldritch is in burn mode, I have budget goals for what I want to keep the expenses to each month in addition to GMD Studios' standing team. Budgets can be horribly boring, the mere mechanics of implementing ideas, but&nbsp;they can also be where you find the best "bang for the buck" approaches that make&nbsp;an idea a success.</p>
<p>What follows is intended primarily for other interactive storytellers or those really interested in the mechanics of what makes Eldritch work behind the scenes from a budget perspective as an independent production. It isn't intended as a tutorial or a comprehensive budget model. It is just one producer's notebook about ways to think about how budgets -- of live events, especially -- can become useful tools for both qualitative goal setting&nbsp;and for making small budgets look bigger than they are.</p>]]>
        <![CDATA[<p>The burn rate for Book One and for Book Two were almost identical: Book 2 was 4% more expensive on a straight "budget-to-duration" comparison to Book 1. I'm not saying we spent 4% more on Book 2 than Book 1, I'm saying we spent about 70% less than we did on Book 1 because Book 2 was also about a quarter of the length. These budgets might still be a little sizeable for a lone storyteller or grassroots team, but are tiny when compared to we work with in commercial projects. They all work on the same general planning principles anyway (at least if I have any control over the budgets!)</p>
<p>I spend alot of time of thinking about how to get the most bang for each of those bucks, bang that the audience sees and experiences. Getting that bang/buck ratio means looking at each element you spend money on in terms of the impact it creates on the experience with a critical eye. In a perfect world, your time is just as precious of a commodity as your money, so you could just as easily be measuring production labor against that same yardstick.</p>
<p>While I'm certainly flattered that "the boys" at the ARG Netcast thought it <a href="http://www.argnetcast.info/archives/474" target="outside">felt like a big commercial event</a>, examples are useful. So, let's look at the Eldritch expenses associated with just the West Virginia live event. I'd make the first pile of expenses related to "providing the participants with the physical experience" in Cass and on Bald Knob. Pretty easy to account up:</p>
<p>Company house, $129/night x 3 days = $387<br />Wilderness cabin, $44/night x 1 day = $44<br />Historic train tickets, $20 x 5 participants = $100<br />BASIC EVENT EXPENSES: $531</p>
<p>At this point, I'm feeling pretty clever. $106.20 per person with them all car pooling to the destination. Seriously not a bad vacation value, the place was absolutely goregous and dramatic: you almost couldn't take a bad picture, I tried. However, I haven't started to add up the less visible expenses associated with making the story happen in addition to the "vacation":</p>
<p>5 airplane tickets for performers = $2,000<br />Snowshoe condo for team, $249/night x 3 days = $747<br />Two rental SUVs for 3 days = $650<br />Camping &amp; surival equipment = $1,100<br />Food, pies, gas, misc. = $450<br />More historical train tickets, $20 x 5 cast = $100<br />HIDDEN EVENT EXPENSES: $5,047<br />TOTAL EVENT SO FAR: $5,578</p>
<p>You could think of this as a "per non-participant" cost average of $841.17 since there was a team of six of us there (Brooke drove in!) which is almost 850% more than the expenses "per participant". That team is also almost exactly half "on stage" and half "off stage" (if you excuse my brief uncredited appearance as Nodens Thug #55, "Psion Hat Man".) Miguel and Caroline were almost entirely "on stage" in activities, Brooke and I were almost entirely "off stage" in activities, and J.D. and Dee were some strange middle-ground between the two.</p>
<p>So let's look at that like a production budget for a moment, divided into three rough categories as an illustration:</p>
<p>Set &amp; Setting (100% audience visible): $531.00 (9.5%)<br />"On Stage" (almost all audience visible): $2,523.50 (45.25%)<br />"Off Stage" (almost all invisible): $2,523.50 (45.25%)</p>
<p>This is just&nbsp;one slice of one particular budget, mind you, but it does let me as a producer start to conceptualize ideas like "more than half&nbsp;of the budget for the event was directly visible by the participants" and to ask questions like "would it be worth it if more people show up to rent a second company house?" </p>
<p>This isn't the same thing as getting to that "bang for buck" question, though: I can think of alot of ways we could have spent the same $5,578 that would have felt like less bang for that buck. Spending it all on pie comes to mind. For comparison, the similar expenses for the Altanta event were about $3,500, with more of it in props and less (none) in cast and somewhat less in travel (we all roadtripped that time.) Did the West Virginia event feel "159% cooler" than the Atlanta event? My gut says yeah, probably even better than that. I'll leave that up to the participants to judge, as the range of experiences in Book 2 was alot broader than in Book 1 and "your mileage may vary."</p>
<p>Ultimately, when the storyteller in me trumps the producer, I'll settle for each Book being better than the last, and work from the assumption that the next Book has to be even better to keep momentum on our side. The producer in me, though, wants to grow that momentum and top our previous high water mark on the same rough burn rate on expenses. That means looking for all those little ways to maximize the bang each buck gives me and constantly looking for ways to get more of the expenses directly in view of more of the participants ... which is what the bang is all about. Otherwise, I have to spend more each time to top the previous intensity level.</p>
<p>The same issues apply whether you're thinking about bucks by the hundreds, thousands or millions: you want to get the most out of that resource, and never more so than when you're spending your own money instead of someone else's.</p>]]>
    </content>
</entry>

<entry>
    <title>Help Us Capture Speculation!</title>
    <link rel="alternate" type="text/html" href="http://www.schmeldritch.com/2007/11/help-us-capture-speculation.html" />
    <id>tag:www.schmeldritch.com,2007://2.36</id>

    <published>2007-11-16T16:45:55Z</published>
    <updated>2007-11-16T17:11:38Z</updated>

    <summary>In any unfolding mystery, speculation is at least as important as evidence. Now that I&apos;m working on the new Evidence section for the Eldritch Errors main experience site, capturing that community speculation into pages about individual elements of the story...</summary>
    <author>
        <name>Brian Clark</name>
        <uri>http://www.gmdstudios.com</uri>
    </author>
    
        <category term="Book 2" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="FAQ" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Intent" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-us" xml:base="http://www.schmeldritch.com/">
        <![CDATA[<p>In any unfolding mystery, speculation is at least as important as evidence. Now that I'm working on the new Evidence section for the <a href="http://www.eldritcherrors.com/" target="outside">Eldritch Errors</a> main experience site, capturing that community speculation into pages about individual elements of the story is proving a challenge. After all, I don't want people to read into that speculation any "official status" but, at the same time, want to provide a springboard for new participants into the theories of their peers.</p>
<p>So I'm going to need your help. In the perfect world, we're writing&nbsp;all of&nbsp;each Evidence page except for the "speculation," where we're faithfully curating your various takes on the topics. This would be the place to help us do that, by posting your comments here with references on the best of that speculation. If you're feeling really froggy, <a href="http://www.sentryoutpost.com/wiki/index.php?title=Main_Page" target="outside">start a Sentry Wiki page</a> and submit that as your link!</p>
<p>We've got 28&nbsp;different topics in 4 categories&nbsp;to take that first swipe at an Encyclopedia of Eldritch Errors, and our plan is to launch a handful of them each week. We might as well let you dump your speculation on the whole pile of them, though, so that you can imagine how they fit together as a set.</p>]]>
        <![CDATA[<p>So, first off, those 28 topics I'm hoping we'll hit together.</p>
<ul>
<li>PEOPLE: Devon Conrad, Bryce Droher, Spukhafte Fernwirkung, Arthur Lydney, Howard Philips, Dr. Elizabeth Riley, B.A. Saint-Feline, Peter Severn, Dr. U / eXu</li>
<li>EVENTS: Telescope Collapse (11/88), Taylor Run Incident (10/99), Prophetic Packages (04/07), Alphabet City (05/07), Atlanta Ritual (08/07), Feast Before the Scream (10/07) </li>
<li>ARTIFACTS: The Finger of Hope, Lucky 5, the Nightmare, the Scream, Trussed Swan HD</li>
<li>GROUPS: Chorazos Cult, The Council, Dreamers, The Esoteric, Knights of Mars-Nodens, Miskatonic University, Providence, Sentries</li></ul>
<p>Then, it's useful to illustrate what I think of as the difference between "what you know" and "what you have theorized" -- let's use B.A. Saint-Feline:</p>
<ul>
<li>YOU KNOW: Since April 2007, she has documented many of her nightmare prophecies through an elaborate series of Craigslist personals.</li>
<li>YOU THEORIZE: She might suffer from Electromagnetic Hypersensitivity because she reports headaches around some kinds of technology.</li></ul>
<p>Don't expect any of us storyteller-types to be chiming in on your speculation, but we might occassionally jump in and ask if you can pick one link that would let someone jump into the discussion on that particular theory.</p>]]>
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