Using AI to Create Cognitive Game Books That Build Thinking and Academic Vocabulary Knowledge
What if students didn’t just read dystopian survival stories like THE HUNGER GAMES...
What if they designed them?
What if their imagination became the gaming engine — and AI became the cognitive co-designer?
We can now use generative AI to create “COGs” — Cognitive Adventure Game Books — immersive, play-in-your-head survival scenarios that require strategic thinking, ethical reasoning, and deep academic vocabulary.
And here’s the real power move:
Students don’t just consume the story.
They build it.
Step 1: Start with a High-Interest Scenario
Have students prompt AI with something like:
“Create a post–World War III survival game where a 16-year-old must rebuild society in a collapsed city. Use second-person narration. Include decision points with safe, risky, and creative choices.”
Immediately, students are:
Analyzing consequences
Tracking resources
Engaging executive function
Practicing narrative structure
But we’re just getting started.
Step 2: Add Structured Cognitive Mechanics
Teach students to refine their prompts:
“Add a mental resource system (hope, hydration, trust).”
“Include moral dilemmas.”
“Insert branching decisions.”
“Introduce unexpected environmental variables.”
Now they are thinking in systems.
This becomes applied logic, not just storytelling.
Step 3: Layer in Tier 2 and Tier 3 Vocabulary
This is where it becomes academically powerful.
Students can prompt:
“Rewrite the scenario using Tier 2 academic vocabulary appropriate for 9th grade.”
“Embed Tier 3 scientific vocabulary related to radiation, ecology, and infrastructure.”
“Highlight five vocabulary words and provide student-friendly definitions.”
Now the AI becomes a vocabulary amplifier.
Instead of memorizing lists, students encounter words in meaningful context:
infrastructure
scarcity
resilience
contamination
governance
sustainability
atmospheric fallout
Vocabulary sticks when it lives inside a story.
Step 4: Teach Word Consciousness
Students can ask:
“Replace basic verbs with more precise academic language.”
“Add figurative language.”
“Increase lexical density.”
“Show how tone changes with stronger diction.”
They begin to notice language.
They become editors.
They become architects of meaning.
That’s metacognition in action.
Step 5: Turn It Into a Cognitive Lab
Now scale it.
Have students:
Design their own survival world.
Create a character with strengths and weaknesses.
Build decision trees.
Track mental resources.
Embed vocabulary intentionally.
Swap game books with peers.
You’ve just created:
A writing workshop
A systems-thinking lab
A vocabulary immersion environment
A social-emotional reasoning simulator
All from one structured AI prompt.
Why This Matters
We talk about critical thinking.
We talk about resilience.
We talk about preparing students for an uncertain future.
But rarely do we give them structured imaginative environments to practice those skills.
AI allows us to generate adaptive, student-driven cognitive simulations instantly.
And when students are building the world…
They’re also building their thinking.
The Real Goal
The goal isn’t dystopia.
The goal is agency.
Students learn:
Every decision has consequences.
Language shapes reality.
Vocabulary expands thought.
Systems require balance.
Survival requires collaboration.
And most importantly:
They learn they can design solutions.
AI doesn’t replace imagination.
It scaffolds it.
Used intentionally, it becomes a cognitive co-pilot — helping students build richer stories, deeper vocabulary, and more complex thinking structures.
And in a world that feels increasingly uncertain…
That might be the most important skill of all.
If you’d like, I can also:
Turn this into a parent-facing explanation
Add explicit MTSS connections
Build a classroom implementation guide
Or create a sample student assignment with rubric
Where do you want to take this next?
AFTER THE FLASH
A Mind Game of Survival, Faction, and
Fire
You are the only player. Your mind is the battlefield.
Make your own:
Volume I
· Post-Collapse Series
HOW TO PLAY THIS MIND GAME
This is not a book you read. It is a world you inhabit.
Each scenario places you inside a specific moment in the
post-WWIII wastelands of what was once the American Midwest. You will read the
scenario as if you are living it — through your own senses, your own fear, your
own choices. Then you will find the GO instruction at the bottom.
When you reach GO, you close your eyes and you play the scene
entirely inside your mind. There are no dice. There are no apps. There are no
right answers. The game runs on imagination, consequence, and ruthless honesty
with yourself.
You decide. Then you live with it.
THE RULES
1. Read each scenario
completely before closing your eyes. Know the terrain. Know the stakes.
2. When you reach GO,
stop reading. Close your eyes. Run the scenario as a living mental film.
3. Your character — KAI
— has stats. Track them honestly on paper. Some scenarios will change them.
4. Choose. Commit. Do
not rewind. If you die, restart the scenario from the top with the penalty
noted.
5. The world will
surprise you. Trust those surprises. They are your mind doing its best work.
YOUR CHARACTER: KAI VASQUEZ, AGE 17
Three years after the Exchange — the simultaneous nuclear
strikes across twelve cities on three continents — Kai Vasquez wanders the Rust
Belt ruins of what was once Ohio. Orphaned at fourteen when the EMP fried the
hospital keeping his mother alive, Kai has survived two winters alone, one
season with a gang he ultimately fled, and six months of careful, quiet
solitude in the ruins of a suburb called Hollow Creek.
He is not a hero. He is not a soldier. He is a teenager who is
very good at not dying, and who wants, more than anything, to find out if there
is somewhere worth going.
HEALTH: 8/10
(start of book)
FOOD SUPPLY:
3 days of rations
WATER: Full canteen (1 day)
MORALE: Guarded — hopeful under the surface
REPUTATION: Unknown — no faction affiliation
GEAR: Hunting knife, hand-crank radio
(broken), backpack, lighter, 2 emergency blankets, water filter straw
Write these stats on a piece of
paper. Update them as you play. They are real. They matter.
A note on factions — you will encounter three in these
scenarios. Learn them:
THE IRON COVENANT
— A militaristic group
controlling the bridges and fuel depots along Route 30. Disciplined. Brutal to
outsiders. Loyal to their own. They trade in labor and allegiance.
THE SEEDERS — A loosely organized network of farmers and
medics centered around a working greenhouse compound called The Nursery. They
trade in food and medicine. They trust slowly. They remember everything.
THE PALE ROAD — Nomadic scavengers who follow the old
interstate system. No fixed base, no formal leadership, no mercy to those who
cross them. They are a rumor until they aren't.
You begin with no standing with
any faction. Every encounter with them will shape that.
SCENARIO
01 — THE SOUND IN THE MALL
[ TONE: TENSION · STEALTH ·
MORAL WEIGHT ]
It is 6:42 in the morning by your wind-up watch. The sky
outside the shattered skylights of the Westbrook Mall is a sickly yellow-grey —
the kind of color the sky has been most mornings since the Exchange, like
someone held a burnt match behind a sheet of paper. You slept in the old
electronics store on the second floor. It still smells faintly of plastic and
old carpet cleaner, which you have decided is one of the more comforting smells
left in the world.
You are eating your morning meal: three crackers from a sleeve
you've been rationing, and a small handful of raisins. This is breakfast. You
chew slowly, deliberately, because you've learned that eating slowly tricks
your body into thinking it had more.
Then you hear it.
It is coming from the floor below. Not loud — the opposite of
loud. It is a scraping sound. The specific sound of something heavy being
dragged across tile, then stopping. Then starting again. A rhythm that is too
deliberate to be an animal.
You are still. Your crackers are still in your hand.
The sound stops.
A long silence.
Then a child's voice, barely above a whisper, says: "Is
someone up there?"
You do not breathe. You are thinking about three things
simultaneously: the two exits you mapped last night, the fact that a child's
voice can be used as bait, and the equally real fact that there might actually
be a child down there.
You look around the electronics store. There is a back
corridor that leads to a service stairwell — you could be out of the building
in ninety seconds without ever being seen. There is also a railing overlooking
the atrium where you could get a visual before committing to anything. And
there is your voice, which you haven't used to speak to another human being in
eleven days.
The child's voice again, thinner now: "I can hear you
breathing. Please. My brother is hurt."
[ A ] Stay completely silent and observe
from the railing before doing anything.
[ B ] Call out a response — keep it
vague, give nothing away about your position or numbers.
[ C ] Take the service exit now. A hurt
child means someone else is coming to help them, and you do not want to be here
when they arrive.
[ D ] Announce yourself, descend, and
approach openly — if this is a trap, you'll know within thirty seconds.
▶
GO: Close your eyes. You are in the electronics store. The
crackers are still in your hand, slightly crushed from how tight you were
holding them. The atrium below is dim. The child just spoke again — softer this
time, like they're losing hope. Choose your option. Step into the moment. Run
this scene until it reaches a natural pause — a new piece of information, a
decision made, a confrontation resolved or avoided. Then open your eyes, record
what happened and any stat changes, and continue.
STAT GUIDANCE: If you made
contact and helped: +1 Morale, −1 Food (you shared). If you left: −1 Morale. If
you were ambushed because you went down: −2 Health, −1 Food (taken). Record
honestly.
SCENARIO
02 — IRON COVENANT AT THE BRIDGE
[ TONE: INTIMIDATION ·
NEGOTIATION · FACTION INTRODUCTION ]
The Cuyahoga River bridge at Marker 14 is the only crossing
for eleven miles in either direction. You've known for two days you'd have to
cross it. You've been delaying.
Now you're here. And so are they.
There are four of them. Iron Covenant — you recognize the mark
immediately, a crude black gear painted on their jackets, on the barrier
they've dragged across the center of the bridge. They are armed. Two of them
have rifles that look operational. One has a crossbow. The fourth, the one
standing slightly apart from the others with her arms crossed and her eyes
already on you, has a sidearm on her hip and the particular stillness of
someone who has been in charge long enough that they don't need to move to communicate
authority.
You are standing at the south end of the bridge. They have not
shouted at you. They are watching you the way a toll booth operator watches an
approaching car — routine, evaluating, already knowing the transaction is going
to happen one way or another.
The woman uncrosses her arms and walks three steps toward you.
She stops. Her voice carries across the bridge without effort:
"What are you carrying, and where are you headed?"
This is the Iron Covenant's standard opening. You know this
from the man you briefly traveled with last spring — Darnell, who'd crossed
four of their checkpoints. They are not asking to be polite. They are
establishing that you must answer them. The social trap is already set: respond
with aggression, and you're a threat. Respond with too much information, and
you're a resource. Respond with weakness, and you're a burden they'll wave
through and never take seriously — or one they'll shake down properly.
You have eleven seconds before the silence becomes its own
kind of answer.
Your knife is on your right hip. Your pack is on your back.
You have, in that pack, your water filter straw — rare, genuinely valuable —
and one of your emergency blankets. You also have half your remaining food.
She is waiting.
[ A ] Give a confident, minimal answer.
"Light pack, heading north. I know the rate — what's the crossing tax
today?" (Signal familiarity with their system without revealing how little
you actually know.)
[ B ] Tell the truth — you're alone,
you're a scavenger, you need to cross. Offer something small upfront as a
gesture of good faith.
[ C ] Counter-question: "Depends on
who's asking. What's the Covenant offering travelers today?" (Risky —
tests if she respects boldness or punishes it.)
[ D ] Say nothing further, slowly hold
up both empty hands, then point north. Let them take the first real step.
▶
GO: Close your eyes. You are standing at the foot of the
bridge. The river below is brown and slow. The wind is cold and smells like
rust. Four armed strangers are looking at you. The woman is waiting for your
words. Choose your option. Build this negotiation in your mind — let it go
wherever it naturally goes. Is there a moment of danger? A test? An unexpected
offer? Does she let you through, ask for a price, or reveal something about the
Covenant you didn't expect? Run the scene to its conclusion. Then open your
eyes and record the outcome.
STAT GUIDANCE: Successful
crossing (any means): +1 Reputation with Iron Covenant (note: Neutral →
Observed). If you were taxed: lose 1 resource of your choice. If you turned
back and found another route: lose 1 day Food and Water. If you gained the
Covenant's interest positively: note COVENANT: NOTICED on your sheet.
SCENARIO
03 — THE FIRE AT NIGHT
[ TONE: HORROR · SPEED ·
CONSEQUENCE ]
You smell it before you see it.
Smoke, yes, but more than smoke — there is the specific
chemical reek of burning plastic and foam and the things that houses are made
of when they are burning from the inside out. You have smelled this before. You
know what it means. Someone's shelter is gone.
You come over a small ridge and see the farmhouse below, fully
engulfed. It is beautiful in the way that terrible things can be beautiful — a
column of orange and gold against the black sky, the upper floor already
collapsed, sparks lifting into the dark like a backwards constellation.
What is not beautiful: the figure standing in the field fifty
feet from the fire, watching it.
It is a person. Standing very still. Something about the
stillness is wrong in a way that goes past grief — this is not the stance of
someone watching their home burn down. This is the stance of someone watching a
thing they did.
Then you see, at the edge of the firelight, two shapes on the
ground. Not moving. You are too far to see clearly but your body already knows
what they are.
The figure turns, slowly, and looks directly at you.
You are on a ridge. You should not be visible. But the fire
behind the figure means they can see you clearly in silhouette.
For a moment neither of you moves.
Then the figure takes one step toward you.
[ A ] Run. Now. Into the dark, off the
ridge, put maximum distance between yourself and this person immediately.
[ B ] Hold your ground, hand on your
knife, and wait to see what they do next.
[ C ] Shout across the field: "I
saw nothing. I'm moving on." Then walk away at a controlled pace.
[ D ] Disappear sideways off the ridge
into the brush before they can close the distance. Observe from concealment.
▶
GO: Close your eyes. You are on the ridge. The fire is
roaring below. The figure has taken one step toward you and is still looking at
you. Every second you spend deciding is a second they spend choosing too.
Choose your option. Play this scene — the pursuit or the escape or the terrible
conversation. What does this person do? What do they say if you stay? What do
you find if you investigate the shapes on the ground? How does this moment
change you? Run until it resolves. Record everything.
STAT GUIDANCE: If you fled
successfully: −1 Morale (you'll think about those shapes). If you engaged and
it turned violent: roll for outcome in your mind — −2 Health if injured, +1 if
you came away with something useful. If you discovered those shapes were
survivors: see Scenario 6 (the world remembers what you did here).
SCENARIO
04 — THE SEEDERS' TEST
[ TONE: COMMUNITY · SUSPICION ·
TRUST ]
The Nursery is real.
You'd heard about it for months — dismissed it the way you
dismiss most things people say with too much hope in their voice. But then
Darnell had told you about the greenhouse. A real one. Hydroponic.
Solar-powered. And now you're here, standing at the edge of a tire-and-wire
barricade, looking at a compound that smells — impossibly, heartbreakingly —
like tomatoes.
There are six Seeders in view. They are dressed practically,
in layers, most of them with soil on their hands or knees. None of them have
visible weapons, which either means they're peaceful or it means the weapons
are not meant to be visible. One of them, a heavyset man in his fifties with a
grey beard and steady eyes, has approached the barricade and is looking at you.
He says: "We have three questions we ask everyone. Answer
honestly and you can stay for a meal and a night. Lie on any of them and you go
— we'll know."
He says this the way a person says something they've said many
times. Not threatening. Just: this is how it is.
"First question: have you deliberately taken from someone
weaker than you in the last thirty days?"
You think about the last thirty days.
There was the can of soup you found in a house where someone
had clearly been living — they were just gone when you arrived. You took it.
Were they weaker? You don't know. You don't know if they ever came back.
There was the boy at the mall. Depending on how your Scenario
1 went.
The man is watching you. He has the eyes of someone who has
spent three years learning to read whether people are calculating their answer
or remembering it.
[ A ] Answer yes — truthfully,
specifically. Tell him about the soup, or about whatever is true. See how he
responds to honesty.
[ B ] Answer no. It's defensible. You
can convince yourself. The soup was abandoned.
[ C ] Ask what he means by
'deliberately' before answering — buy a moment, and also genuinely interrogate
the question.
[ D ] Answer: "I've done things to
survive. Whether they qualify depends on what you're really asking."
▶
GO: Close your eyes. You are at the barricade. The compound
smells like living things growing. The man is waiting for your answer with the
particular patience of someone who is not impatient — who believes the waiting
is itself useful information. Answer him. Let the next two questions come. Let
this conversation go where it goes. Does he let you in? Do you pass? Do you
fail but earn something anyway? What is the inside of The Nursery like? What
does it feel like to be in a place that might be worth protecting? Run this
scene completely.
STAT GUIDANCE: If granted
entry: +2 Food, +1 Health (medical attention), +1 Morale, SEEDERS: OBSERVED on
your sheet. If turned away honestly: +1 Morale (you told the truth), SEEDERS:
NEUTRAL with note of respect. If you lied and were caught: SEEDERS: HOSTILE, −1
Morale.
SCENARIO
05 — THE RADIO
[ TONE: WONDER · DANGER ·
IMPOSSIBLE CHOICE ]
At 11:14 PM, your broken radio comes on.
You don't know why. You've had it for eight months and it has
never made a sound. The hand-crank is stripped. You've been carrying it as a
potential trade item and maybe, underneath that, as a symbol of something you
don't have a word for.
But now it is hissing with static, and underneath the static,
unmistakably, there is a voice.
You are sheltering in a concrete parking structure, second
level, away from the road. It is cold. You are in your emergency blanket. The
sound of the radio is loud in the silence and you are immediately, purely
terrified — terrified that someone outside will hear it before you can locate
the volume, terrified that the static will swallow the voice before you
understand it, terrified that you are somehow hallucinating from cold and
hunger.
You find a crack in the casing and press your ear to it.
The voice is a woman's. She is speaking in a measured,
deliberate cadence — not panicked, not broadcasting entertainment. She is
reading coordinates.
Latitude. Longitude. A date: seventeen days from now. Then
these words: "This is the third transmission. If you are hearing this, you
were meant to. Come to the coordinates. Come alone. Bring proof that you have
survived at least one winter in the field. We are not a faction. We are
something else. Come or don't. This is the last time we'll broadcast."
And then: static.
The radio does not come back on.
You lie in the dark for a long time. The coordinates are in
your head — you are already calculating whether they're within range. They are.
Barely. Seventeen days of hard travel, maybe twelve if you push. The land
between here and there is Iron Covenant territory for the first half, then
unknown.
You think about 'something else.' You think about what proof
you'd bring. You think about how many people heard that transmission and what
they would do with the information.
[ A ] Memorize the coordinates
precisely. Plan a route. Decide to go — carefully, quietly, telling no one.
[ B ] Decide it is a trap. Someone with
resources and technology, broadcasting on a frequency that finds broken radios
— that is not rescue. That is bait.
[ C ] Consider trading the information.
Someone would pay for those coordinates. But to whom?
[ D ] Sleep on it. You need to be
clear-headed. The coordinates will still be in your head in the morning.
▶
GO: Close your eyes. You are in the parking structure. The
emergency blanket is rustling. The radio is silent and slightly warm. The
coordinates are numbers in your head, already trying to crystallize into a
destination. What do you decide, and what does that decision feel like in your
body — is it fear? Hope? Both? Let your mind settle into the aftermath of this
moment. What do you dream about? What do you think about in the hour before
sleep? How does this change your plans for tomorrow? Run this moment and its
ripples until they still.
STAT GUIDANCE: This scenario
changes your OBJECTIVE. Add to your sheet: SIGNAL ORIGIN — 17 DAYS. Whether you
pursue it or not, this information now exists in your world.
SCENARIO
06 — WHAT YOU LEFT BEHIND
[ TONE: GUILT · RECKONING · THE
PAST MOVES ]
This scenario activates based on your choices in Scenario 1
and Scenario 3.
If you helped the child in
Scenario 1: skip the first section. Begin at the line marked [IF YOU HELPED].
If you left the child: read
from the beginning.
You've been on the road for four days since the Scenario 3
fire. The landscape here is flat and grey, dotted with the bare bones of old
cornfields, the stalks broken and rotting in a way that still looks like a
failed harvest even three years later. You've been making good time. You've
been trying not to think about the shapes on the ground.
You see her before she sees you.
She is maybe nine. Sitting on a concrete median in the middle
of a fractured road, eating something from a can with her fingers. She has a
makeshift sled behind her — a plastic bin on a rope — and in the sled is a boy,
maybe six, asleep or unconscious, bundled in what looks like a curtain.
She looks up when you're twenty feet away. She is not scared
of you. This is somehow worse — a child who has stopped being scared of
strangers.
She says: "You're the one from the mall." She says
it flatly. Like a fact she's been carrying.
— [IF YOU HELPED the
child in Scenario 1] —
She looks at you with recognition, and something older than
relief. "I told my brother about you," she says. "The one who
came down. He wants to thank you when he wakes up." The boy in the sled is
breathing. Labored, but breathing.
Either way, you are standing on this road with these two
children and a question that does not have a clean answer: they cannot survive
alone, they are not your responsibility, and you may be walking toward
something seventeen days away that cannot include them.
[ A ] Travel with them. Adjust your
plans. Protect them until you can find a stable community — the Seeders, maybe.
[ B ] Give them as much food and water
as you can spare and directions to the nearest safe place you know. This is the
most you can do.
[ C ] Tell her about The Nursery. Give
her the exact route. Walk with them for one day to make sure they're moving in
the right direction, then continue alone.
[ D ] Ask her what she needs most, right
now, in the next hour. Start there.
▶
GO: Close your eyes. You are on the broken road. The girl is
looking at you with eyes that have seen too much and are still, somehow,
waiting to see something good. The boy is breathing. You are carrying the
coordinates to something that might change everything, seventeen days away.
This is the moment the game becomes about what kind of person Kai is becoming —
not surviving, but becoming. Choose your option. Let this scene breathe. Let it
hurt if it hurts. Let it be good if it can be. Run it to its natural end.
STAT GUIDANCE: If you took them
in: −1 Food per day (shared). +2 Morale. SEEDERS may respond differently if you
arrive with them. If you sent them ahead: −1 Food (given). +1 Morale. If you
walked away: −2 Morale. Note: THE GIRL KNOWS WHERE YOU WENT. This appears
later.
SCENARIO
07 — THE PALE ROAD AT MIDNIGHT
[ TONE: DREAD · CUNNING ·
ABSOLUTE DANGER ]
You have made a mistake.
You took what looked like a shortcut — an old two-lane state
route that cut diagonally through the territory, shaving two days off your
timeline. You knew it was near Pale Road range. You came anyway. It was a
calculated risk, and the calculation was wrong.
There are three of them behind you. You've been aware of them
for forty minutes. They are not trying to conceal themselves — this is part of
how the Pale Road hunts. They let you know. They let the knowing work on you.
They want you tired and scared when they close the distance.
It is 11:47 PM. No moon. The road is a grey ribbon ahead of
you. You have been walking fast for forty minutes and you are breathing too
hard, which is burning calories you don't have.
You know several things: the Pale Road rarely kills outright —
they strip and release, taking everything you carry and leaving you alive but
naked in the cold, which is its own kind of death sentence in winter. You know
they number three but you don't know if there are more ahead. You know this
road has nothing off either side — flat land, nowhere to hide.
Except.
Ahead, maybe four hundred yards, you can see the blacker shape
of a structure against the black sky. An old farm building, maybe. An overpass
support. Something.
And in your pocket, the lighter.
[ A ] Run for the structure. Get inside.
Make them come to you. Choke point is better than open road.
[ B ] Stop walking. Turn around. Face
them. Speak first — loudly, clearly, with more confidence than you feel.
"I know you've been behind me. Let's talk terms."
[ C ] Leave your pack in the road — make
it visible. Step off the road into the flat dark and go completely still. Let
them stop for the pack. Use those seconds.
[ D ] The lighter. There is dry grass at
the road's edge. Wind is at your back. You are thinking about whether you are
willing to do this.
▶
GO: Close your eyes. The road ahead is dark. The footsteps
behind you are unhurried, patient, three sets, sixty feet back. The structure
ahead is a shape you can't read yet. Every option has a cost you can't fully
calculate. Choose. Move. This is the scenario where Kai learns something about
what he is capable of under real pressure — not moral pressure, not emotional
weight, but the simple animal fact of three people intending to take everything
from him. Run this scene hard. Run it until it ends.
STAT GUIDANCE: If you escaped
with pack: no loss. If you lost pack: −all food, −water filter (critical loss —
note WATER CRISIS). If you were caught and stripped: −3 Health, start next
scenario with nothing but your knife if you kept it hidden. If you used the
fire: it worked or it didn't. In your mind, you will know which.
SCENARIO 08 — SEVEN DAYS OUT
[ TONE: ENDURANCE · REFLECTION
· INTERNAL STORM ]
Seven days left to reach the coordinates.
You are hungry in a way that has moved past discomfort and
settled into a kind of grey background hum. Your Health is whatever your sheet
says it is. Your morale is whatever you've earned.
This scenario is different. There is no immediate threat. No
encounter, no faction, no creature in the dark.
This scenario is the walk.
You are crossing a dead suburb — Massillon, the sign says,
though the sign is bullet-riddled and tilted. The houses are empty. Some are
burned. Some are simply still, like they're waiting for someone to come home.
You move through it slowly, carefully, and the silence does what silence does
to a person who has been in danger for too long: it starts to open up space in
your head.
You begin to think about what you're walking toward.
The woman said: we are not a faction. You've turned this over
hundreds of times. Not a faction means not an army, not a compound, not a
resource empire. So what? A laboratory? A government remnant? People with a
plan? People with a delusion? And 'you were meant to hear this' — what does
that mean? Does it mean the transmission was targeted somehow? Does it mean the
world has a plan for you? Do you believe in that?
You also think about everything behind you. The mall. The
bridge. The fire. The children. The Pale Road. Every choice you made, which are
now real history in the world of this game, irreversible, already shaping what
comes next.
This scenario asks you one question, and the answer lives only
in your mind:
Why is Kai still going? What does he believe in?
Not what he hopes for. Not what he wants to find. What does he
believe in — right now, with everything he's seen and done — that makes the
next step worth taking?
▶
GO: Close your eyes. You are walking through Massillon. The
houses are empty. The sky is that familiar burnt-paper yellow. Your legs are
tired but you are still moving. Don't think about the destination yet. Think
about the walker. Think about Kai — who he was before the Exchange, who he
became in the three years after, and who he is right now, today, seven days
from something he can't name. Let your mind go where it goes. There is no enemy
here. There is only the question. Take as long as you need. This is the
scenario that makes everything else matter.
STAT GUIDANCE: This scenario
restores +1 Morale regardless of where you are — the walk itself, the thinking
itself, is a kind of fuel. Note one BELIEF on your character sheet. It will
matter in the final scenario.
SCENARIO
09 — ARRIVAL
[ TONE: REVELATION · DANGER ·
EVERYTHING AT ONCE ]
The coordinates lead to a school.
Not a ruin — a school. Jefferson Middle School, the sign says,
and the sign is clean, and the windows are intact, and there is a generator
sound coming from somewhere inside, and you can smell food cooking and you are
standing at the edge of the parking lot with your knife in your hand and
absolutely no idea what to do with the fact that this is real.
There are twelve people visible in the parking lot. They are
different ages — a man who might be seventy, two women who look like they are
in their thirties, teenagers, a child. They are not armed, visibly. They are
doing ordinary things: carrying water, writing something on a board, talking.
One of them sees you. He is maybe your age — sixteen,
seventeen, lean and watchful. He looks at you the way you probably look at him,
which is to say: with the specific calculation of someone who has survived by
being good at reading people.
He calls out, not alarmed: "She said to watch for someone
coming from the southwest. She's inside."
He means the woman from the radio.
She's inside.
You have made it.
But.
You notice: two people in the group are wearing the Iron
Covenant gear mark. One of the women has what looks like a Seeders kit — the
specific bag design, the medical cross. And the boy who spoke to you — there is
something on his jacket you haven't seen before. A different symbol. Something
new.
All three factions, represented. Or ex-members. Or something
else entirely.
And behind you, at the edge of the parking lot, you hear
footsteps.
You turn.
It is the girl from the road.
She has the boy in a repaired cart. She is looking at you with
an expression that contains everything. "I figured out where you were
going," she says. "Can we stay?"
[ A ] Walk into the school. You came for
answers. The girl can take care of herself — she got here, didn't she?
[ B ] Go to the girl first. Introduce
her. Walk in together.
[ C ] Ask the boy in the lot: what is
this place. What is she — the woman on the radio — actually building here.
Before you take one more step.
[ D ] Stand in the parking lot and take
thirty seconds. Just breathe. Look at all of it. Let it be real.
▶
GO: Close your eyes. You are in the parking lot of Jefferson
Middle School. There is food smell and generator hum and real glass in the
windows and twelve people doing ordinary things. The girl is behind you. The
boy from the radio is watching you. Somewhere inside is the woman who said 'you
were meant to hear this.' Your knife is in your hand. You still have the BELIEF
you wrote down in Scenario 8. Let it inform what you do next. Run this arrival
— the conversation, the revelation, the first moments of whatever this place
actually is. Let it be as big as it needs to be.
STAT GUIDANCE: You have
arrived. Note on your sheet: DESTINATION REACHED. Whatever your stats are, they
are the stats of someone who made it. In your mind, hold the full picture of
who Kai is right now — every choice, every scar, every reason. He is exactly as
strong or as damaged as you played him.
SCENARIO
10 — WHAT IT COSTS TO BUILD
[ TONE: HOPE · SACRIFICE · THE
REAL QUESTION ]
Her name is Dr. Reyes. She is forty-four years old. She was an
epidemiologist before the Exchange, which means she spent her career studying
how things spread — disease, information, behavior, fear. She has, in the three
years since, been studying something more specific: how communities survive
when every institution that held them together is gone.
She tells you all of this in a room that was once a school
library, now lined with handwritten notebooks and hand-drawn maps and the kind
of organized-chaos that belongs to someone who has been thinking hard about one
thing for a very long time.
Then she tells you why the radio found you.
"We built a transmitter that only reaches receivers with
certain damage profiles," she says. "Broken radios that have been
hand-modified, hand-carried, and kept for months despite not working. The kind
of person who keeps a broken radio is the kind of person we need."
She looks at you.
"Not soldiers. Not foragers, specifically. We have those.
We need people who keep things that don't work because they mean something.
People who make decisions that cost them something personally because they
believe it's right. People who — " she pauses, reads something in your
face, "— who still believe things are worth protecting."
She shows you the notebooks. The maps. A plan — an actual
plan, with timelines and resource charts — for a network of twelve communities
across a five-hundred-mile radius. Not a faction. Not a government. Something
more like a nervous system. Each community self-governing, but connected.
Sharing seeds, medicine, information, and something she calls 'moral memory' —
the stories of what worked and what didn't and why.
She needs people who will go back out.
Not to conquer. To connect.
She is looking at you and the question she is not quite asking
but that is entirely present in the room is: will you.
You think about your sheet. Your health. Your morale. Your
faction standings. The girl in the cart. The boy who just told you his name is
Marcus and that he's been here three months and that it is, genuinely, real.
You think about your BELIEF — the one you wrote down in Scenario 8.
[ A ] Yes. Without hesitation. This is
what you were walking toward without knowing it.
[ B ] Yes, but with a condition: the
children come with you, or stay here safe. You decide which.
[ C ] Ask for time — two days, inside,
eating real food, sleeping somewhere warm. Then you'll decide. Not because
you're unsure, but because you want to decide from strength, not desperation.
[ D ] Tell her about your BELIEF. Tell
her what you wrote down in Scenario 8. Let that be your answer, whatever it is.
▶
GO: Close your eyes. The library is warm. It smells like
paper and something cooking and the specific smell of a place that people have
been thinking in. Dr. Reyes is watching you with the patience of someone who
has waited three years and can wait another minute. The notebooks are on the
table. The maps are on the wall. Somewhere outside, Marcus is showing the girl
around and the boy in the cart is sitting up and looking at things. Choose your
final option. Let Kai answer. Let him — let you — decide what he is going to do
with the fact that he survived. Run this scene all the way through. Let it end
somewhere real.
This is the end of Volume I.
Whatever Kai decided, write it at the bottom of your character sheet. Not as a
stat. As a sentence. The sentence that describes who he is now and what he is
going to do next.
The world continues in Volume
II: The Connecting.
KAI'S FIELD RECORD — PRINT AND USE
Print this page or copy it to paper. This is your living
document.
CHARACTER: KAI VASQUEZ
| AGE: 17 |
POST-EXCHANGE YEAR: 3
HEALTH: ___ / 10
FOOD SUPPLY:
___ days
WATER: ___
MORALE: ___ / 10
FACTION STANDINGS:
IRON
COVENANT: ___________________________
SEEDERS: ___________________________
PALE ROAD: ___________________________
GEAR (cross off when lost/used):
[ ]: Hunting knife
[ ]: Hand-crank radio (broken / signal
received)
[ ]: Backpack
[ ]: Lighter
[ ]: Emergency blanket #1
[ ]: Emergency blanket #2
[ ]: Water filter straw
NOTES / KEY DECISIONS:
Scenario 1:
________________________________________________________________
Scenario 3:
________________________________________________________________
Scenario 5 objective noted:
________________________________________________
Scenario 8 BELIEF:
_________________________________________________________
Final sentence (Scenario 10):
_______________________________________________
________________________________________________________________
AFTER THE FLASH — Volume I ·
Post-Collapse Mind Game Series
"The world ended. You didn't. Now
what?"

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