The huge success and robust afterlife of TV writer Tim Kring's series HeroesÑthe No. 1 streamed show on the Internet, with 1.8 million DVD sets soldÑgrew from one of the most loyal and engaged fan bases in the history of television. "Heroes Evolutions," Kring's interactive online extension of the show, leveraged that loyalty to create an intricate user-enhanced storyworld, ushering in a new era of audience immersion. On the heels of that transformative experience, Kring asked himself a question: How do you take that kind of audience engagement, that level of intimacy with a story and its characters, and translate it into positive social action? In 2012 he proposed an answer: "The Conspiracy for Good," an interactive storytelling experience that merges fictional dramatic narrative and alternate-reality gaming models with real-world altruism. Kring understood intuitively that while audience share is growing ever smaller in an atomized media landscape, those audiences are growing ever more engaged. That holds especially true for socially conscious millennialsÑthe core of the fan base for a show like Heroes, and the most avid explorers of transmedia storyworlds. Whereas the goal of cross-platform commercial entertainment was to drive viewership and generate revenue, the goal of "The Conspiracy for Good" is to drive volunteerism and philanthropy. Kring and his co-conspirators call it "Social Benefit Storytelling," and they believe it points the way to a better future.