(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]