Your World is a
Place Where Things have Happened But more than just
scenery, your world has a story, a history, and
(with the player's help) a future. You tell the
story of your world through the names of its
locations and people, the dialog with non-player
characters (actors), and the nature of the
opportunities you provide the players.
When the player
first enters your world, they are greeted with an
attractive zooming map (your world map) upon
which is a scrolling Back Story
(which you define in your quest.txt file). This is almost your
only chance to deliver a linear story, so set the
mood and give the player their first clues as to
what they need to do.
Once this
introduction has finished (or the player dimisses
it prematurely), the player is taken scene
0 (zero, every scene is identified by a scene
number). This is where they pick their starting character,
or an old character to resume. This is called
"The Well" though you can try to change
the metaphor to meet the needs of your world.
When the player
has organized their character, they must press
the Incarnate button to actually
enter your world and begin playing. For an old
character, this will take them to the last link
point visited by that character. For a new
character, they will be taken to just outside of
link-point 0 (each link point on a map is
numbered) of map 0 (each map in your world is
numbered, and zero is always the main world map).
They cannot
return to the well simply by stepping on a
link-point. They must press the Return To
Well button, which saves their current
character's position and then returns them to
scene 0 where they can pick a different character
with which to continue.
As the player
walks the map, they will encounter your other
link-points for that map, which should take them,
on occasion, into scenes which run specific Quest
Language scripts (a simple programming language)
that informs them of quests, gives hints, gives
rewards, etc.
You will create actors
(NPCs - Non Player Characters) with colorful
histories and problems, and the players will help
your actors fulfill their dreams. To help you
keep track of what an individual player character
has already done, your scene scripts will give
the player invisible tokens and
later check for their presence. For example, one
token might mean "I already told the player
that I need the Key of Flame" while another
might mean "The player already gave me the
Key of Flame." By checking these tokens, you
can decide what should happen next in your scene.
In this way, what happens in a particular scene
can change depending on what the player has done
before visiting it each time.
Tokens
are just numbers (your world can have thousands
of tokens), but you can also associate a short
sentence with each token. If you do, then that
sentence will appear in the player's Quest
Diary and should be used both to praise
them for accomplishments, and remind them of
hints they may have received but not yet followed
through on. Since these token sentences are
listed in numeric order, you should organize your
tokens to make sense. To allow for future
fiddling, I generally leave myself room for ten
tokens per quest (more for a complex quest). So
the first token of one quest might be 40, while
the first token of another quest is 50. That way
I have room to use a couple more tokens in
"quest 40" and still have them appear
next to each other in the Quest Diary (instead of
having hints from quest 40 appear interspersed
with other quest hints). Of course, that might be
exactly what you want to have happen, so it's
your choice.
Most of your
story-telling will be through the use of actor
dialog. You might have several actors in
a scene, chatting back and forth in front of the
player. Perhaps moving around a bit in the scene.
You can have additional actors enter and exit,
and even start a scripted FIGHT scene with a
particular group of monsters before continuing
the scene script.
To a limited
degree, your actors can also ask questions of the
player and evaluate the player's response,
setting appropriate tokens as a result.
But remember:
the player can enter your scenes in almost any
order, so you must make proper use of tokens to
avoid telling too much of your story too soon, or
leaving out important information. This ability
of the player to encounter your story from many
different directions is called Nonlinear
Storytelling. A book is a form of linear
storytelling, since most people read one page
after the other. A nonlinear story is more like a
web site, where people can click on hyperlinks in
any order they like.
You can edit
your world's scene scripts by using any text
editor, including the Quest Editor.
When crafting
actor dialog, you'll want to keep your sentences
short, since there is a limited amount of room on
the screen for chat bubbles. Break your concepts
up into many short sentences, delivered by
several actors, to keep the player's interest.
The sentences will also be recorded to the chat
window, so the player can easily scroll back and
read anything they missed.
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