?

Log in

Livejournal Text Adventure [entries|archive|friends|userinfo]
Livejournal Text Adventure

[ guide | The Gazetteer ]
[ userinfo | livejournal userinfo ]
[ archive | journal archive ]
[ rules | rules post ]

World Reset [Jan. 18th, 2008|11:40 am]
Livejournal Text Adventure

betaphen
[Tags|]

You awaken, sore and numb, lying on your back on top of a thin piece of padding. Bright light not far above you bores behind your eyes and you feel immediately queasy. You half expect to look down and find yourself covered in needles.

Turning your head to one side, your neck feels like a bundle of dry twigs. Everything looks dark; it's hard to make out details. You conclude you are a few feet off the ground. There is a bank of glowing white boxes to your left. Computer screens, you decide. A blurry green sign to your right could be an exit. Your hands brush cold metal on either side but your arms refuse to move.

Eventually, you become aware of a slow electronic beep, timed to a dull throbbing in your head. Was it always there? You aren't sure. You remember a room with carved wall panels and a pair of boys in a sleepy forest town but the further you reach into your memory the less it all makes sense.

You think, if you try, you could sit up.
linkpost comment

Merich Market Basement [Aug. 10th, 2007|11:38 pm]
Livejournal Text Adventure

etotheipi
[Tags|]

You walk for several minutes down a flight of creaky, old stairs, at last arriving in a a vast room with stone walls and a high ceiling. The air smells rotten, and dozens of rats scurry around, sloshing through the puddles which are all over the floor. There are cages made of iron bars all over the room; people are imprisoned in the four on the east wall, and two corpses are in a cage on the east wall. There is a well at the center of the room, and there are a few bales of hay in the northwest corner. To the east are the stairs. There is a door to the west.
link2 comments|post comment

[rules change] effects [Jul. 31st, 2007|02:55 pm]
Livejournal Text Adventure
chrisamaphone
[Tags|, , ]
[Current Location |west of house]

Addition to the rules regarding effects:



Effects

A roomkeeper can assign an effect in response to a command. Effects should be short term things such as "sticky fingers", "invisibility", "on fire"... and roomkeepers for any room (not just the room in which the effect was given) can remove the effect in response to an appropriate command (such as "douse hand in fountain" to remove the effect "hand on fire"). Effects should be things that would have a significant impact on how NPCs and other aspects of the environment would react to the player.

A player should list his effects at the beginning of the first command he issues in each room (and keep track of them in inventory). For this reason, effects can be cumbersome, so try to use them sparingly.


linkpost comment

Merich Inn [Jul. 29th, 2007|10:38 am]
Livejournal Text Adventure

betaphen
The second-floor Merich Inn is a quiet, humble establishment shielded by and large from the noise of the tavern downstairs. Its lobby is a spartan room with white walls and drab overhead lighting. Thick stained wood beams cross the ceiling, and their siblings stand along the walls. A mahogany counter is east, towards the back, and a trio of seats rests to the north behind a coffee table. There is an ATM in the northeast corner, next to a water cooler.

A man stands behind the counter, apparently focused on a computer. Another man is seated in one chair. The muffled din from the tavern is audible but unobtrusive, broken every couple seconds by a mouse click.

Under a lit green EXIT sign, an open doorway to the north reveals stairs leading outside. A heavy door to the south reads "Merich Tavern" in blackletter. Three doors on the south wall are numbered from one to three.
link28 comments|post comment

some meta stuff [Jul. 1st, 2007|02:03 pm]
Livejournal Text Adventure
chrisamaphone
[Tags|, ]

first of all, don't forget to post/look for unmade rooms here.

second, i'm wondering whether it might be worth adding some new kind of character state. what i'm thinking is "effects". effects would be assigned by the roomkeeper and can be things like "sticky fingers" when you pick up a sticky item or "mute" if you temporarily lose your voice. the idea would just be to keep track of things that happen to your "character" that might affect how you interact with things in the game. i'm thinking there should always be a way to get rid of an effect, and they should be listed in your inventory, and maybe also require you to tag every command you give with a bracketed, delimited list of your effects (e.g. "[sticky fingers; mute; on fire]") so that the roomkeeper doesn't have to constantly check your inventory page. when you receive effects they could be indicated with something like "you acquire an effect: on fire". and then whenever you issue a command like "talk to man", the roomkeeper can choose to take your effect into account for the response, e.g. "you cannot concentrate enough to talk to the man because you are on fire".

what do you people think?
link6 comments|post comment

Stairwell Rave [Jul. 1st, 2007|12:56 am]
Livejournal Text Adventure

betaphen
[Tags|]

The dying wall light in the academy stairwell sputters bursts of frantic yet rhythmic strobes. Accumulated detritus hides behind sharp shadows. Occasionally, you can hear a drip of liquid below you.

It is dark. You are likely to be eaten by a groove.

Signs next to each door show the floor number and "ROOF ACCESS" in block lettering. From here, doors lead to floors 1-4. Further stairs go down. A hatch at the top leads up to the roof.

(meta: this is a multi-floor room. it is also for whitemage)
link19 comments|post comment

My Inventory [Jul. 1st, 2007|01:04 am]
Livejournal Text Adventure

jcreed
[Tags|]

jcreed's backpack contains:


  • A book titled "20th Century Physics (volume 1 of 3)"


(ooc: I tagged this "inventory", but it is not showing up?)
link4 comments|post comment

Merich Tavern [Jun. 28th, 2007|04:53 pm]
Livejournal Text Adventure

potassiumman
[Tags|, ]

Contrasting with the town center, the simply-named Merich Tavern is quite busy. All around, patrons are stepping up to order spirits or food; carousing at their tables or generally making noise and merry. The bartender and the serving women seem quite busy, keen on serving as many patrons as possible. At the least, they are too busy to notice the rat crawling around behind the bar. In each corner along the wall opposite the bar, there is a man sitting alone, drinking ale. Next to the bar, there is a staircase leading up to the second floor.

There is a lone exit to the southeast, leading to the town center.
link23 comments|post comment

A Fire Pit [Jun. 27th, 2007|11:52 pm]
Livejournal Text Adventure

etotheipi
[Tags|]

You are at a fire circle. There is no one here, but a fire is blazing wildly. The smoke has a horrible stench. About a dozen logs encircle the fire. A hawk is flying in circles overhead. To the east is a mound of clothing. There is more forest in all directions. Far off to the
east
is the edge of the woods. Thousands of footprints lead to a clay pyramid, which sits to the southeast. There is more forest in every direction.
link9 comments|post comment

A Stairwell [Jun. 27th, 2007|12:37 am]
Livejournal Text Adventure

etotheipi
[Tags|]

You are standing inside a dim stairwell. The east wall is heavily water damaged, and a few stalactites hang from the ceiling. Under the stairs is an open closet. Two boys are in the closet, the smaller one screaming and crying. Doors lead south and north; stairs go up and down.
link21 comments|post comment

navigation
[ viewing | most recent entries ]
[ go | earlier ]