(Plot (Fragments locked-room locked-door game-over)
(Scenes)
(Outcomes
(Known found-key unlocked-door destroyed-door rations-depleted)
(Used (destroyed-door . 1) (rations-depleted . 1) (found-key . 1))
(Unused unlocked-door)))
Diagram output of the plot analysis: a plantuml diagram with the plot fragments locked-room, locked-door and game-over.
The fragment locked-door has a footer with the not yet used outcome "unlocked-door".
The plot output of dryads wake:
"first-encounter" --> "fast-talk-the-dryad"
"first-encounter" --> "explain-your-home"
"fast-talk-the-dryad" --> "the-groove-lives"
"fast-talk-the-dryad" --> "fight-the-dryad"
"explain-your-home" --> "haunted-house"
"explain-your-home" --> "kindred-house-dryad"
"the-groove-lives" --> "summer-market"
"haunted-house" --> "summer-market"
"kindred-house-dryad" --> "summer-market"
"fight-the-dryad" --> "killed-the-dryad"
"fight-the-dryad" --> "dryad-abducted-melter"
"killed-the-dryad" --> "summer-market"
"dryad-abducted-melter" --> "summer-market"
"summer-market" --> "second-dryad-the-child"
"second-dryad-the-child" --> "summer-market-choose"
"second-dryad-the-child" --> "summer-market-dryad-child-revenge"
"summer-market-choose" --> "summer-market-fight-the-merchant"
"summer-market-choose" --> "summer-market-merchant-attacks-the-child"
"summer-market-choose" --> "summer-market-fight-the-dryad-child"
"summer-market-fight-the-merchant" --> "grab-the-crossbow"
"summer-market-fight-the-merchant" --> "summer-market-merchant-attacks-the-child"
"dark-dryad-answers-to-being-saved" --> "village-gathering"
"grab-the-crossbow" --> "dark-dryad-answers-to-being-saved"
"grab-the-crossbow" --> "summer-market-merchant-attacks-the-child"
"summer-market-merchant-attacks-the-child" --> "summer-market-fight-the-dryad-child"
"summer-market-merchant-attacks-the-child" --> "village-gathering"
…
Code example:
define-outcome found-key
define-outcome unlocked-door
define-outcome destroyed-door
define-outcome rations-depleted
define : locked-room state
set! state
Ask
: Search the room?
outcomes-add state found-key
: Eat your rations?
outcomes-add state rations-depleted
Ask
: Lie down to sleep?
game-over state
: Go to the door?
locked-door state
define : locked-door state
set! state
cond
: outcomes-contain? state found-key
outcomes-add state unlocked-door
else
outcomes-add state destroyed-door
game-over state
define : game-over state
when : outcomes-contain? state destroyed-door
Print
(Trouble)
when : outcomes-contain? state rations-depleted
Print
(Hunger)
game-state state
locked-room : game-state-init!
Documented how to analyze the plot of an enter-three-witches #game:
www.draketo.de/software/enter-three-wit...
The images in this post show the text-output of an analysis of a stripped down example, its diagram output, the diagram of […]
[Original post on rollenspiel.social]