Mitchville: Where the War Began
Editor v3.05.05
Note: This is the second AR game for Flying Moose Lodge. It is the first one designed by campers. It was created in July 2006 by Dave, Aaron, Carter, Will, and Peter, who all played the first AR game that John Martin created as a “seed” game for them to start with, to get ideas from and build off. They far exceeded John’s expectations in putting this game together.
Game Intro: Welcome to the second Augmented Reality game of the summer. We’re all very excited to have you play and critique it. Essentially, your task is to play this game with a critical mind and critical body. Is it too hard? Too easy? What works and what doesn’t work?
I’d ask that you do a bit of creative writing for the trip as well. For the things that don’t work well, or could work better, write up suggestions. I’ve given you the notes and journal that Dave Black took of the previous kids’ trip as an example.
I will also show up from time to time on the trip with a video camera and ask for short interviews on your experience. I’m doing this as a dissertation project and will be writing a ~300 page paper (book) on the process, so any smart things you have to say will be helpful! I will give you huge credits in the intro if I get it done.
thanks, -john
Communication 1
Description: You feel a buzzing in your backpack. You take out your Communicator, and tune in. It’s John Martin. His face is scratched and bloody, battered and bruised.
Interview: Whoa! I didn’t think I’d get you! This Communicator is whacked pretty badly. Hello? Hello? Can you hear me? Well, it says it’s transmitting, so if you can hear me, listen up. I’m not sure what’s going on, but don’t come back to camp! And stay low! After you left, camp was overrun by men in green tights. We tried to fend them off. There were five of them on Noah at one time, and Addie took out eight or so, but the sheer numbers overcame us.
I’m not sure why they attacked. Head up Great Pond Mountain and I’ll try to communicate with you there. Stay out of sight, and off the open faces — and don’t take the main trails; I think they’re monitoring them.
Go! and be careful!
Triggers: Communication 2
Communication 2
Description: As you approach the ledge, you feel a buzz in your backpack again. You tune in, and it’s John Martin again. The blood’s been washed from his face, but he’s looking pretty bad.
Interview: You there? I think my Communicator broke in the melee. The only way I got out was by running into the woods. Anyway, there’s no alarm about this. The radio reports that East Orland has been declared a hazardous area. They say a loon was carrying bird flu, and some guy at Flying Moose got it, and they’ve quarantined the area. Everyone in Orland is supposed to lock themselves in their houses and wait for medical experts to come escort them out.
But that’s B.S. — no one at camp’s had anything wrong, except for the poison ivy they brought back from their trip. And the so-called medical personnel are all wearing green tights under their Haz-Mat suits. So avoid anyone. If they’re out of their houses, they’re probably the Greenies — they’re all wearing tights, and they eat really fancy food. Be careful!
Antitriggers: Communication 1
Triggers: Communication 3
Communication 3
Description: The Communicator buzzes again, and it’s John Martin’s pretty face on screen when you tune in.
Interview: There are many more people arriving — they’ve even brought in porta-potties. And all sorts of gear. It looks like they’ve sent out patrols around the lake to look for people. I’ve noticed the people in the houses aren’t the ones who lived there. I’m hiding out right now; sorry that I can’t tell you where. I suggest you go to this site to hide out for the night. They look pretty lightweight when it comes to creature comforts, so I doubt they’d make it that far. Be sure to practice your Leave No Trace camping.
I’ll try to find out more and call you tomorrow. I don’t think they know I can communicate with you, but in case they can, I’ll use code from now on.
Antitriggers: Communication 2
Triggers: Communication 4
Communication 4
Description: John Martin, looking really really tired.
Interview: They’re setting up some kind of base station here. There’s all sorts of radio gear. If you can get to one of the nearby peaks, you might be able to intercept a transmission with your Communicator. I’ll try to program it to accept them from my end. Do not return to Craig Pond, or Great Pond mountain — they’re swarming with Greenies.
Antitriggers: Communication 3
Triggers: Radio Signal
Radio Signal
Description: Bzzz, garble gock, crinkle ting saa tooizno besakkkk rshh shhs hhs hhs sshh …
Triggers: Communication 5
Communication 5
Description: Buzz, buzz. John Martin calling…
Interview: It’s no use — there’s some kind of encryption. However, I think the key is directional and time-based. If you can gather transmissions from another peak or two, I think we can extract the key and decode the messages.
Antitriggers: Radio Signal
Triggers: Radio Signal 2
Radio Signal 2
Description: Some bloody English music, mostly garbled. you can only make out “Baby don’t hurt me”
Antitriggers: Communication 5
Triggers: Communication 6
Communication 6
Description: Ring-a-ling-a-ding-dong. John Martin calling.
Interview: Ah, I’ve got it! good job men! I’ll send you the content as soon as I can break it! Hide out in Mitchville. Hopefully I can decode the message by the time you get there!
Antitriggers: Radio transmission 2
Triggers: Decoded radio transmission
Communication 7
Description: Ding-dong. Guess who…
Interview: Here it is! It sounds pretty ominous. And I’m not really sure who they are, but they fight like girls. Lots of girls.
Antitriggers: Communication 6
Triggers: Decoded radio transmission
Decoded radio transmission
Description: crackle crackle pop snap — and then as clear as crystalAntitriggers: Communication 7
Triggers: Communication 8
Communication 8
Description: Buzz buzz. Answer it ‘cuz. Your counselor does.
Interview: Hey, it’s John. We need to alert our government, or something. But my position won’t let me broadcast beyond a mile or so. If you can get to the center of Craig Pond, the natural dish shape of the lake between the mountains should reflect the signal properly. However, the snipers are in position, and they’ll take you out.
I have an idea, but I’ll need you to be on the summit of Mead Mountain — there’s a campsite there. Be careful!
Antitriggers: Decoded radio transmission
Triggers: Communication 9, Broadcast location, Sniper towers 1 &2
Communication 9
Description: There’s a ringing in your ears. Wait, no, it’s a buzzing in your backpack. Oh. It’s John Martin again.
Interview: Using their own key, I’ve encrypted a message telling all the snipers to return to their base. It’s short-range, so only the snipers in the immediate area will hear it. After playing it, you’ll need to act quickly and pass the checkpoints before they realize it’s a trick.
Antitriggers: Communication 8
Triggers: Message to Snipers
Message to Snipers
Description: It’s the text of the message to the snipers. Imagine for a minute that you’re actually hearing the message.
Communication 10
Description: Will that Communicator ever shut up? It’s John.
Interview: They realize it’s a trick! Hurry up! They’re headed your way!
Antitriggers: Communication 9
Triggers: Communication 11
Broadcast location
Description: This is the calculated sonic sweet spot of Craig Pond. If you broadcast from here, the whole area should hear it. Afterward, you’ll need to get to the cover of trees quickly though! Over to the Stevenson site!
Communication 11
Description: buzzzzz… your battery is getting low. It’s John Martin, but the signal is getting weaker…
Interview: It’s chaos at camp! I think you’ve done it, but there are crazy tighted men with bows and arrows running around. Using complete sentences. And trying to locate the source of the message. It’s like a disturbed hive of hornets — green hornets. You’d best hide out in the woods, but don’t stay in an established campsite. There’s an old abandoned trail behind the Stevenson site that leads up into the woods to the ruins of a house. It’s not on any of the maps. Take cover there until tomorrow.
Antitriggers: Communication 10
Triggers: unmapped house site
Communication 13
Description: It’s from Chris. Can you believe it? His face is pretty beat up, so it’s hidden.
Interview: “mumble mumble heroes. Whatever. Mumble taking all Robin Hood’s mustard crap apart. Maybe we’ll give you a candy bar, or extra mustard at lunch tomorrow. Whatever. Don’t come back before 2pm.”
unmapped house site
Description: This is a secret hidden, unmapped location. You can camp here overnight.
