How to Play
A small but vital world has been trapped under a vicious spell. The symptoms grow worse daily. The world seems almost too exhausted to fight back. The majority of the world inhabitants have no idea that they are under a spell, that their world is enveloped in a fog of malaise. However, a small band of rebels, developed by generations of those who remember, believe they know the trick. They feel in their bones that if they can prove that ANOTHER WORLD IS POSSIBLE, they will break the spell…
But who will do this dangerous work? The band has brought together tricksters, punks, frogs, queens, aliens, and muses. They’ve brought flaneurs, unicyclers, gamers, poets, spiders and radical musicians. They need all those with cunning, fancifulness, humor and bravado. They need YOU!!
How can you overcome this fog of malaise? The sages have discovered that there is only one thing that can break the spell: play! Play, they have found, is a powerful, non-polluting, renewable resource that rebels can draw on to renew their energies and revive their spirits. Using play, you have the power to:
- Make the normal strange
- Make the private public
- Make the serious playful
- Make the unseen seen
- Make the stranger familiar
Each quest you do will help lift the fog of malaise. You must secretly document these quests to build Vital Energy in each quadrant of the Action Map. But you must also search for what else might be needed to break the spell. Is it particular quests? Is it intensity? Emotion? Location? Sheer numbers or extravagance? The game masters may have something to say about this, but don’t always believe them! Go on quests and see what you find out… We do know one thing: if we successfully build Vital Energy in ATL right now we’ll get the whole world one step closer to breaking the spell and showing ANOTHER WORLD IS POSSIBLE!
The Goal: Lift the Fog/Make Another World Visible
The spell has put the world in a fog of malaise. You’ll see this on the Action Map on the website when the game begins. As quests are performed, different quadrants within the map become gradually more visible. The map allows you to view the progress of the game overall, the progress and evidence collected for each quest, and the progress and evidence collected by each player, including her/his current score. Our collective goal is to break the spell by “popping” the map and making another world possible (and visible!) in ATL.
Joining the game.
To join the game, select “PLAY” in the menu above. This will launch the player registration page. First, you’ll be asked to agree to our terms of service. Then you will create a unique player name, and select a player archetype. We’ll also ask you a few other questions that will help is both in managing and evaluating the game. Once you’ve joined, you will get some materials to craft your ActionQuest badge, which you can wear at the USSF and around Atlanta to identify you to other players. Once you are registered, you can sign up for any of the quests.
How to find a Quest
Quests can be searched by a number of search parameters. These include the type of experience you want to have, the challenge level you want to take on, the duration of the quest, and other factors, such as group size and requirements (e.g., having a car.) Click on the quest name to see progress and evidence collected for a certain quest thus far.
Quests
Once you sign up for a Quest, you will receive a printed Quest Sheet, including instructions for the selected quest and a map showing a grid layout of the city. (These can be printed for you on-site or you can print them yourself at home.) Follow the instructions on this sheet. When performing the Action, be sure to collect evidence in the manner described on the Quest Sheet, then mark the spot with chalk where the Action was performed with the ActionQuest symbol. You can use the top of the A on the symbol to point in the direction of the quest action location.
To get credit for a completed Action, submit your evidence into the game system in one of three ways:
- Send photographic or audio evidence via e-mail from your phone or a computer to (e-mail address)
- Upload the evidence into the game system on a computer via the ActionQuest web site; just log in and click on the quest you are working on
- Physically bring evidence back to one of the two Base Stations and get assistance from a Game Master in uploading it into the system.
When you send the evidence in you will need to include the following information:
- The Quest number
- Your player name
- The map coordinates where the Action took place
- The piece of evidence, as specified in the Quest instructions.
- Additional text as required by the quest
Once you submit your evidence, it will be integrated into the online Action Map, which shows all the Action evidence collected from players. Action evidence may be viewed by individual Quest or by individual player.
Points
Quests have a certain number of points associated with each Action. In addition, you can get bonus points for doing extra things, doing special things, or doing things in a special way. Once you have accumulated a certain number of points, you will become eligible to author your own quests. You will notified by Game Masters when this occurs.
Game Masters
If you need any help you can see a Game Master at one of the to Base Camps. They can help answer any questions you may have.
Winning
What’s a win to you? Win by getting the most points, breaking the spell, rallying other rebels, going on the most quests, being the bravest and the silliest… Win as an individual or a team, win for your archetype, for USSF, for all the other ActionQuest players, for the world…What’s a win to you?



