Expand Player's Handbook

With a link to it on the main page.
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<meta name="viewport" content="width=device-width, initial-scale=1" />
<title>RPG for the Moss and Puddles Mud</title>
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<body>
<div id="content" class="content">
<div id="outline-container-org9b536ae" class="outline-2">
<h2 id="org9b536ae">An Invitation to My New Game</h2>
<div class="outline-text-2" id="text-org9b536ae">
<div id="outline-container-org924b8c1" class="outline-2">
<h2 id="org924b8c1">The Mossy Players Handbook</h2>
<div class="outline-text-2" id="text-org924b8c1">
<blockquote>
<p>
“Great party, Shane,” you say as you grab your coat, “by the way, how did you meet the little person, and while we talked for some time, I cant remember his name.”
@ -227,62 +227,158 @@ a { text-decoration-style: dotted }
Even the description he gave you to get to this bar sounded wild. From the Gladstone city park, follow the red bandannas under the hawthorn trees…
</p>
</blockquote>
</div>
<div id="outline-container-orga9bab28" class="outline-3">
<h3 id="orga9bab28">Introduction</h3>
<div class="outline-text-3" id="text-orga9bab28">
<p>
With all the talk in the TTRPG community about OSR (Old School Revival), I&rsquo;d like to invite you to an <i>old school</i> online RPG experience (er, experiment), I call <b>Sitting on Moss and Jumping in Puddles</b>. This is:
</p>
<ul class="org-ul">
<li>cozy: light-hearted and jovial</li>
<li>casual: arrive and leave when you want/can</li>
<li>rules lite: so much so, the interface I&rsquo;ve programmed takes care of the rules</li>
<li>role-play heavy: the <i>interesting</i> characters produce the entertainment, and like improv, do a “yes, and” to the characters other players puppet.</li>
</ul>
<p>
Sorry, I guess Im still in <i>memoir-writing-mode</i>, but I have an idea for a casual, <i>role-play heavy</i> RPG for us I call, <b>Sitting on Moss and Jumping in Puddles</b> where we play as either Fey denizens of this <i>Otherworld</i> or more normal fantasy characters, who tripped and landed in the middle of a <i>faery circle</i>, and now finds themselves outside time, caught at a tavern in a Feywild™ domain. Since I sent you this (or some brilliant person forwarded it to you), this might interest you.
I guess I&rsquo;ve made a &ldquo;collaborative storytelling system&rdquo;, where we&rsquo;ll be playing either Fey denizens of this Otherworld or more normal fantasy characters, who tripped and landed in the middle of a faery circle, and now finds themselves outside time, caught at a tavern in a Feywild™ domain. Such narrative-first, each player does “add” to the story.
</p>
<p>
Keep in mind that my idea is <i>different</i>.
Keep in mind that this game is different. It harkens back to the nineteen-hundreds where mechanical mice and online graphical interfaces didnt exist, so you would <i>type</i> your commands, and <i>read</i> about the world. Heres an example:
</p>
<blockquote>
<p>
You find yourself in an amazing room formed from a ring of living trees. The canopy of boughs above twinkle with the lights of small, glowing orbs. Working the bar, a haughty-looking elf; waiting on tables, a smiling mushroom man, er&#x2026;person.
You notice a bowl of candy, and a sign above the bar.
You also see the following characters:
A quartet of pixies playing music
A shrub nursing a glass of water
A large frog looking dapper in his pinstripe suit and hat
</p>
<p>
The <i>goal</i> (at least, at the beginning) of this game is “just role play”, or maybe I should say, “not funny improv”? I mean, you make your character <i>interesting</i> and <i>entertaining</i> to everyone and do a “yes, and” to the characters other players puppet.
<code>&gt;&gt; look sign</code> <br />
You see a large sign made of wood over the bar, hanging from a branch of one of the living trees. Painted words at the top read, <b>Wyldwood Cocktails</b>, and a list of drinks you can order.
</p>
<p>
You wont know any characters name (necessarily) and with the online interface Ive made, you wont even know which player is playing which character, and in fact, until a player actually introduces themselves, you may only know them as “blond-braided elf”. My interface is sort of like two chat channels: one for the players and one for the characters.
The pixies atop the giant, red-capped mushroom begin another tune.
</p>
<p>
The game is <i>ultra casual</i>, so you can drop in (and leave) any time you wish.
White mist appears&#x2026;along with the smell of sulphur&#x2026; When the smoke clears, an old gnome with fading blue hair and a white vandyke beard materializes.
</p>
<p>
Does this sound fun? If so, start thinking of an interesting character you can use to entertain us all. You can log in any time you want to get a feel for the interface, and create a character (and you can create more than one character, so dont fear commitment). You can change anything about your character (so again, dont fear commitment).
The old gnome happily asks you, &ldquo;Ah, a wanderer from the Mud World, I see. You look familiar, old chap, have we met before?&rdquo;
</p>
<p>
After logging in, you can wander around the Land of Wyldwood, but the portal to the Bar (where we will all gather for the “adventure”), opens from 7 to 9pm PST on Tuesdays (once you are in the bar, you can stay as long as you want).
&gt;&gt; <code>say Gosh, I dunno, Mister, I don't ... Why are you so small?</code> <br />
You ask, &ldquo;Gosh, I dunno, Mister, I don&rsquo;t &#x2026; Why are you so small?&rdquo;
</p>
<p>
Let me clarify my choice of using the word “adventure” in the previous paragraph. As a GM, I will be bringing interesting NPCs and events to this “Bar,” that you, as a character, can “address,” but my vision focuses on the players characters. Perhaps you can think of the first few sesssions, as an extended Session Zero. After a bit (if we find it fun), I will start to add exploration, puzzles, and maybe combat. If you have questions about this, reach out.
The old gnome indignantly asks, &ldquo;Judge me by my stature, will you?&rdquo;
</p>
<p>
While I am still planning on a bi-weekly game at my place, well play this game online weekly on Tuesday evenings starting on Tuesday the 27th of May.
&gt;&gt; <code>say I didn't mean no offense!</code> <br />
You exclaim, &ldquo;I didn&rsquo;t mean no offense!&rdquo;
</p>
<p>
I am basing the underlying rules on <i>Knave</i> (an overly simple OSR RPG), but the <i>interface</i> that Ive created will gloss over that, so nothing really to learn there.
The interface Ive programmed has an online help system and a tutorial to walk you through how to play, but what follows is a one page summary of how to use this game interface:
The old gnome slams his staff against the floor. The room goes completely dark.
</p>
<p>
First, log in via <a href="https://www.howardabrams.com/cozy">https://www.howardabrams.com/cozy</a> and click the <b>Enter</b> button (if you would rather not use a web browser, you can install any MUD application, and connect to <code>howardabrams.com</code> at port <code>4000</code>). Next, create an account by typing:
The music stops abruptly.
</p>
<pre class="example" id="orgbc82cec">
create username password
<p>
In the darkness, you see a pair of large red eyes, and a low gutteral growl.
</p>
<p>
The old gnome whispers to you, &ldquo;No offense taken, mah boy.&rdquo;
</p>
<p>
The glowing orbs along the branches of this room relight and the music, starts again.
</p>
<p>
&gt;&gt; <code>say/carefully Nice to meet yer acquaintance, sir.</code> <br />
You carefully say, "Nice to meet yer acquaintance, sir.”
</p>
</blockquote>
<p>
You wont know any characters name (necessarily) and with the online interface Ive made, you wont even know which player is playing which character, and in fact, until a player actually introduces themselves, you may know them as “blond-braided elf”. My interface is sort of like two chat channels: one for the players and one for the characters.
</p>
<p>
Does this sound fun? If so, think of an interesting character you can use to entertain. You can log in any time you want to get a feel for the interface, and create a character (and you can create more than one character, so dont fear commitment). You can change anything about your character (so again, dont fear commitment).
</p>
<p>
This game has two distinct sections:
</p>
<ul class="org-ul">
<li>Solo areas, where you can wander around the Land of Moss to get a feel for the interface as well enjoy the hidden mirth.</li>
<li>Party areas, like the Wyldwood Bar, where you interact with others, are available on particular times, like Tuesday evenings from 1900 (7 PM) to 2100 Pacific Time. These areas arent available at other times, because they require <i>personal puppeting</i> as I dont want non-interactive zombies or LLM agents ATM.</li>
</ul>
<p>
The interface Ive programmed has an online help system and a tutorial to walk you through how to play, but the following document explains how to use this game interface.
</p>
</div>
</div>
<div id="outline-container-org6da8e03" class="outline-3">
<h3 id="org6da8e03">Connecting</h3>
<div class="outline-text-3" id="text-org6da8e03">
<p>
Log in via <a href="https://www.howardabrams.com/cozy">https://www.howardabrams.com/cozy</a> and click the <b>Enter</b> button (if you would rather not use a web browser, you can install any MUD application, and connect to <code>howardabrams.com</code> at port <code>4000</code>).
</p>
<p>
First time? Create an account by typing:
</p>
<pre class="example" id="orgeaf9712">
create yourname password
</pre>
<p>
And just use your name for the <code>username</code> and swap out a more interesting password. You will then log into the system each time, by typing:
You can use your name for the <code>yourname</code> and enter an interesting password.
</p>
<pre class="example" id="orgc676c81">
connect username password
<p>
You will then log into the system each time, by typing:
</p>
<pre class="example" id="org34932a0">
connect yourname password
</pre>
<p>
To play, you type <i>commands</i> as if you were using a terminal as a grizzled computer programmer from the 80s, because, that is pretty much what this interface is.
</p>
<p>
Let me describe most of the commands.
</p>
</div>
</div>
<div id="outline-container-org17f4811" class="outline-3">
<h3 id="org17f4811">Character Creation Commands</h3>
<div class="outline-text-3" id="text-org17f4811">
<p>
The first time you log in, you enter the character creator, a text-base wizard interface, where you can type <code>back</code> and <code>next</code> to answer prompts answering questions about your character. You will need to answer the following:
</p>
@ -290,127 +386,321 @@ The first time you log in, you enter the character creator, a text-base wizard i
<ol class="org-ol">
<li><b>Short Description,</b> like <i>beardless dwarf</i> or <i>tall, blond elf</i>, etc.</li>
<li><b>Set Gender</b> for pronouns: male, female, neutral or ambiguous.</li>
<li><b>Character&rsquo;s &ldquo;Pose&rdquo;,</b> like <i>smoking a pipe</i>, or just <i>smiling</i>. You will change this often, but if anyone looks around the area, they will see something like: <i>beardless dwarf smoking a pipe</i></li>
<li><b>Long Description</b> is a full description that if anyone looks particularly at your character, this is what they see.</li>
<li><b>Character&rsquo;s Name</b> is mostly for you to keep track of your characters.</li>
<li><b>Character&rsquo;s &ldquo;Pose&rdquo;,</b> like <i>smoking a pipe</i>, or <i>smiling</i>. You will change this often, but if anyone looks around the area, they will see something like: <i>beardless dwarf smoking a pipe</i></li>
<li><b>Long Description</b> is a full description that if anyone looks directly at your character, this is what they see.</li>
<li><b>Character&rsquo;s Name</b> is for you to keep track of your characters.</li>
</ol>
<p>
Thats it for making a character. I mentioned this before, but Ill say it again, during the game, you can change everything about your character, so if you arent sure, start with anything.
You can re-use that system to create a new character at any time, by doing:
</p>
<pre class="example" id="orgf1fe33b">
ooc
charcreate
</pre>
<p>
You can also use the <code>chardelete</code> to get rid of a character you dont want to play, and type <code>ic</code> to switch to a different character.
</p>
<p>
To play, you basically type commands. Again, the game has a tutorial for new characters to walk you through this process, but the key ones we will use for <i>role playing</i> include:
During the game, you can change everything about your character, using the following commands:
</p>
</div>
<div id="outline-container-org41d869e" class="outline-3">
<h3 id="org41d869e">say</h3>
<div class="outline-text-3" id="text-org41d869e">
<div id="outline-container-org7fae092" class="outline-4">
<h4 id="org7fae092">look</h4>
<div class="outline-text-4" id="text-org7fae092">
<p>
Type <code>say</code> and a phrase to say something so that everyone in the area can hear that. Because we use this command so much, and we want to make the text to read more interesting, it has a number of <i>aliases</i>, including:
Type this to see what other see when they look at you:
</p>
<pre class="example" id="orga893f71">
look me
</pre>
<p>
Of course, you can use the <code>look</code> command alone to look around the room, or look at someone or something in particular.
</p>
</div>
</div>
<div id="outline-container-org4c9fd3b" class="outline-4">
<h4 id="org4c9fd3b">sdesc</h4>
<div class="outline-text-4" id="text-org4c9fd3b">
<p>
Since you wont know any characters name, you may know a character as a <i>short description</i>, like “blonde-braided elf” or “beardless dwarf”.
</p>
<p>
Come up with a punchy <i>short</i> description of your character by typing:
</p>
<pre class="example" id="org89eefa3">
sdesc hobbit with mutton chops
</pre>
<p>
While descriptive, everyone will see this <i>all the time</i>, so short and punchy should be your goal.
</p>
<pre class="example" id="org50427df">
The hobbit with mutton chops says, "Hello."
</pre>
</div>
</div>
<div id="outline-container-org85d78f5" class="outline-4">
<h4 id="org85d78f5">pose</h4>
<div class="outline-text-4" id="text-org85d78f5">
<p>
Let the world know <i>what your are doing</i> with the <code>pose</code> command.
</p>
<pre class="example" id="orgd4f929e">
pose leaning against the bar
</pre>
<p>
This phrase, shown when someone types <code>look</code> without being specific, shows the room and its contents, for instance:
</p>
<pre class="example" id="org628332b">
You also see the following characters:
A lizardman hungrily looking around the room for a snack
An old gnome smoking a pipe
A shrub nursing a glass of water
</pre>
<p>
You may have a <code>default</code> pose, that can <i>return to</i>. For instance, if you set your <i>default</i> as:
</p>
<pre class="example" id="org51a55ac">
pose default whistling a tune only dogs can hear
</pre>
<p>
Then when someone cracks a joke, you type:
</p>
<pre class="example" id="orgbc88d10">
pose snickering
</pre>
<p>
Later, you can return your default pose with:
</p>
<pre class="example" id="org882bf8b">
pose reset
</pre>
</div>
</div>
<div id="outline-container-org8105318" class="outline-4">
<h4 id="org8105318">gender</h4>
<div class="outline-text-4" id="text-org8105318">
<p>
This command sets the pronouns for some situations for your character. Note the simplification, as we have limited this to four in our game:
</p>
<pre class="example" id="org3a22595">
gender male
</pre>
<p>
For he and his.
</p>
<pre class="example" id="orge20afc9">
gender female
</pre>
<p>
For she and hers.
</p>
<pre class="example" id="org149a850">
gender neutral
</pre>
<p>
For it and its.
</p>
<pre class="example" id="org2459341">
gender ambiguous
</pre>
<p>
For they and theirs.
</p>
</div>
</div>
<div id="outline-container-org0c527b1" class="outline-4">
<h4 id="org0c527b1">setdesc</h4>
<div class="outline-text-4" id="text-org0c527b1">
<p>
If someone looks directly at you, for instance, by typing:
</p>
<pre class="example" id="orgb75caa5">
look hobbit
</pre>
<p>
They will see your description you set with <code>desc</code>.
</p>
<p>
What do you want them to see? Feel free to get creative and give them a reason to ask you about your character.
</p>
<pre class="example" id="orgf42b211">
setdesc A small, hunched old man with a gray vandyke and an eye twinkle. Spectacles perched precariously on the end of his hooked nose, wobble with his head. A jaunty crimson cap contrasts with his dark brown cloak.
</pre>
</div>
</div>
</div>
<div id="outline-container-org094b80c" class="outline-3">
<h3 id="org094b80c">Character Communication</h3>
<div class="outline-text-3" id="text-org094b80c">
<p>
Use the following commands for your character to communicate with other characters, in story …
</p>
</div>
<div id="outline-container-org005571b" class="outline-4">
<h4 id="org005571b">say</h4>
<div class="outline-text-4" id="text-org005571b">
<p>
Type <code>say</code> and a phrase to say something so that everyone in the area can hear that. Because we use this command so much, and we want to make the text to read more interesting, you can use some <i>aliases</i>, including:
</p>
<ul class="org-ul">
<li><p>
<code>ask</code>, so that it may read:
</p>
<pre class="example" id="org501f2d9">
<pre class="example" id="orgf2ccc77">
Beardless dwarf asks, “How are you?”
</pre></li>
<li><p>
<code>reply</code>, so it may read:
</p>
<pre class="example" id="org641d750">
<pre class="example" id="org1bdd7e0">
Tall, blond elf replies, “Well, and you?”
</pre></li>
<li><code>respond</code>, <code>yell</code>, and <code>scream</code>, are similar.</li>
<li><p>
<code>"</code> and <code>'</code> are shortcuts allowing you to type: <code>"Greetings</code> to have it read:
Remember, <code>"</code> and <code>'</code> are shortcuts allowing you to type: <code>"Greetings</code> to have it read:
</p>
<pre class="example" id="org1bc6ab3">
<pre class="example" id="orgfae66b3">
Beardless dwarfless says, “Greetings”
</pre></li>
</ul>
</div>
</div>
<div id="outline-container-org10027ed" class="outline-3">
<h3 id="org10027ed">whisper</h3>
<div class="outline-text-3" id="text-org10027ed">
<div id="outline-container-org19040bd" class="outline-4">
<h4 id="org19040bd">whisper</h4>
<div class="outline-text-4" id="text-org19040bd">
<p>
Allows you to say someone to a character that no one else will hear. So typing:
</p>
<pre class="example" id="org3a24750">
<pre class="example" id="org18c4217">
whisper gnome = Hey there, wake up!
</pre>
<p>
Will only send the message to the character matching the short description, <i>gnome</i>.
Will send a <i>private</i> message to the character matching the short description, <i>gnome</i>.
</p>
</div>
</div>
<div id="outline-container-orgf9f93dd" class="outline-3">
<h3 id="orgf9f93dd">emote</h3>
<div class="outline-text-3" id="text-orgf9f93dd">
<div id="outline-container-org5a249ed" class="outline-4">
<h4 id="org5a249ed">emote</h4>
<div class="outline-text-4" id="text-org5a249ed">
<p>
This command allows you to state anything else, you want. Essentially turning the chat channel into a bit of a novel. For instance:
</p>
<pre class="example" id="orga44ecd6">
emote grins
</pre>
<p>
Will simply show:
</p>
<pre class="example" id="org72b3f88">
Beardless dwarf grins
<pre class="example" id="org2f03f09">
emote grins.
</pre>
<p>
However, entering:
Will show:
</p>
<pre class="example" id="orgcff5dd3">
From the corner of the room, /me walks over to /elf.
<pre class="example" id="org2e2c3dc">
Beardless dwarf grins.
</pre>
<p>
Entering the following command with a <code>/me</code> removes your <i>sdesc</i> from the beginning of the message, and puts it where you want it, for instance:
</p>
<pre class="example" id="org80f1dbc">
From the corner of the room, /me walks over to /elf. "Hello," she whispers.
</pre>
<p>
Would read:
</p>
<pre class="example" id="orga0f0746">
From the corner of the room, beardless dwarf walks over to tall, blonde elf.
<pre class="example" id="org0364097">
From the corner of the room, beardless dwarf walks over to tall, blonde elf. "Hello," she whispers.
</pre>
<p>
Hrm. Maybe I should automatically add some articles.
</p>
<p>
Why use the <code>/me</code> and <code>/elf</code>? See the next command…
Why use the <code>/me</code> and <code>/elf</code>? Well, they are <i>shorter</i>, but also plays to how each character <i>views</i> that character. See the next command for clarification.
</p>
</div>
</div>
<div id="outline-container-orgdd9d87d" class="outline-3">
<h3 id="orgdd9d87d">recog</h3>
<div class="outline-text-3" id="text-orgdd9d87d">
<div id="outline-container-org0bd638c" class="outline-4">
<h4 id="org0bd638c">recog</h4>
<div class="outline-text-4" id="text-org0bd638c">
<p>
This command allows you to sort-of rename someone. For instance, if you knew the elfs name was Shasta, you could type
</p>
<pre class="example" id="org4b73a72">
<pre class="example" id="orgf150b5c">
recog elf = Shasta
</pre>
<p>
and now the previous example would read:
</p>
<pre class="example" id="orgf4f876c">
<pre class="example" id="orgc801d50">
From the corner of the room, beardless dwarf walks over to Shasta.
</pre>
<p>
But this would be a label for a character <i>only for you</i>. Others may have the Elf labeled only as <code>That bitch elf</code>.
This associates a label to a character <i>for you only</i>. Others may have the Elf labeled only as <code>bitchy elf</code>. So, when you write, in an <code>emote</code>, <code>/Shasta</code>, they might see <code>bitchy elf</code> instead.
</p>
</div>
</div>
<div id="outline-container-orgb5c0401" class="outline-4">
<h4 id="orgb5c0401">mask</h4>
<div class="outline-text-4" id="text-orgb5c0401">
<p>
Other characters may have labeled you as someone they have met before, but now you look different. Use this to show that they wouldnt be able to recognize you.
</p>
<div id="outline-container-orgadf2eb2" class="outline-3">
<h3 id="orgadf2eb2">pub</h3>
<div class="outline-text-3" id="text-orgadf2eb2">
<pre class="example" id="org8864648">
mask hooded stranger
</pre>
<p>
Once you remove your mask (or <i>hood</i> in this example), return to your regular <code>sdesc</code> with:
</p>
<pre class="example" id="org0470afc">
unmask
</pre>
</div>
</div>
</div>
<div id="outline-container-orgcefff49" class="outline-3">
<h3 id="orgcefff49">Player Communication</h3>
<div class="outline-text-3" id="text-orgcefff49">
<p>
If you want to talk <i>out of character</i> … you know, player-to-player, uses these commands:
</p>
</div>
<div id="outline-container-org7a7eede" class="outline-4">
<h4 id="org7a7eede">pub</h4>
<div class="outline-text-4" id="text-org7a7eede">
<p>
Use this command to send a message to the <i>out-of-character public channel</i>. All logged in users receive these OOC messages, prefixed by your <i>username</i>, not your <i>character</i>.
</p>
@ -418,14 +708,14 @@ Use this command to send a message to the <i>out-of-character public channel</i>
<p>
Typing something like:
</p>
<pre class="example" id="orge87be0c">
<pre class="example" id="org4a0ef5f">
pub Is anyone here yet?
</pre>
<p>
Might show a transcript like:
</p>
<pre class="example" id="org01cc0d1">
<pre class="example" id="org7f1c5cc">
[Public] howard: Is anyone here yet?
[Public] rick: Yeah. I just got here.
</pre>
@ -439,15 +729,14 @@ I have more commands for getting and drinking Fey cocktails, and exhibiting thei
</p>
</div>
</div>
<div id="outline-container-org94d7fcb" class="outline-3">
<h3 id="org94d7fcb">page (or tell)</h3>
<div class="outline-text-3" id="text-org94d7fcb">
<div id="outline-container-org422bee6" class="outline-4">
<h4 id="org422bee6">page (or tell)</h4>
<div class="outline-text-4" id="text-org422bee6">
<p>
Like the <code>pub</code> command above, this allows you to talk to another player directly. I expect we will use this primarily for talking to the GM during the game session. For instance:
</p>
<pre class="example" id="org61869dd">
<pre class="example" id="orgd35fcc5">
tell howard I am here.
</pre>
@ -455,7 +744,7 @@ tell howard I am here.
And you might see:
</p>
<pre class="example" id="org93b09a1">
<pre class="example" id="org8737db8">
You paged howard with: 'I am here.'.
Account howard pages: Great.
</pre>
@ -469,6 +758,164 @@ Perhaps you should probably create an account with your <i>actual name</i>, so I
</p>
</div>
</div>
<div id="outline-container-orgd8f40ff" class="outline-4">
<h4 id="orgd8f40ff">think</h4>
<div class="outline-text-4" id="text-orgd8f40ff">
<p>
This command puts a thought bubble on the public channel. Use this to be cute about commenting what you see as a player, and not as a character.
</p>
<pre class="example" id="org1ee7d1b">
think Did he really say that out loud?
</pre>
<p>
May display as:
</p>
<pre class="example" id="orgd92d5a0">
[Public] howard thinks aloud... o O ( Did he really say that out loud? )
</pre>
</div>
</div>
</div>
<div id="outline-container-org19473e5" class="outline-3">
<h3 id="org19473e5">Misc Commands</h3>
<div class="outline-text-3" id="text-org19473e5">
<p>
Lots of commands I call <i>miscellanea</i>. These commands can also change depending on where you are, or what you have. For instance, the <code>cast</code> and <code>reel</code> commands are only available when you have the <i>fishing pole</i> down at the <b>Lazy Dock</b>. You can type <code>help</code> to see all the commands available at any given point.
</p>
</div>
<div id="outline-container-orgc5eade8" class="outline-4">
<h4 id="orgc5eade8">get</h4>
<div class="outline-text-4" id="text-orgc5eade8">
<p>
See something you want, type <code>get</code> and the name of the object. If you can get it, it will be in your <code>inventory</code>. Type <code>inv</code> to see what youve got.
</p>
<pre class="example" id="orgfcb2f1a">
get stick
</pre>
</div>
</div>
<div id="outline-container-org7f1effe" class="outline-4">
<h4 id="org7f1effe">drop</h4>
<div class="outline-text-4" id="text-org7f1effe">
<p>
Use this command to leave something from your <code>inventory</code> in the current location.
</p>
<pre class="example" id="org32fdbaa">
drop stick
</pre>
</div>
</div>
<div id="outline-container-org0e49d1a" class="outline-4">
<h4 id="org0e49d1a">give</h4>
<div class="outline-text-4" id="text-org0e49d1a">
<p>
Use this command to give something in your inventory to someone else.
</p>
<pre class="example" id="org550c012">
give book to elf
</pre>
</div>
</div>
<div id="outline-container-orgb0cddb0" class="outline-4">
<h4 id="orgb0cddb0">take</h4>
<div class="outline-text-4" id="text-orgb0cddb0">
<p>
Use this command to take something that someone has that you want. Stealing is frowned upon, so very little can be taken. You also need to specify who has what you want, for instance:
</p>
<pre class="example" id="orga236967">
take ring from knocker
</pre>
</div>
</div>
<div id="outline-container-org7ccf5b3" class="outline-4">
<h4 id="org7ccf5b3">read</h4>
<div class="outline-text-4" id="text-org7ccf5b3">
<p>
You see that sign in the Bar with the cocktail list? You can <code>read</code> it:
</p>
<pre class="example" id="org775ec6e">
read sign
</pre>
<p>
This is also how you can read a book in Dabblers house.
</p>
</div>
</div>
<div id="outline-container-org4bf6351" class="outline-4">
<h4 id="org4bf6351">eat</h4>
<div class="outline-text-4" id="text-org4bf6351">
<p>
Did you get some <i>berries</i> from the brambleberry bush, or a <i>scone</i> from Dabblers? Use this command to find out what it tastes like.
</p>
<pre class="example" id="orgec3eed6">
eat scone
</pre>
<p>
You can also use the <code>feed</code> command with the beast and other wildlife.
</p>
</div>
</div>
<div id="outline-container-org16b5ed1" class="outline-4">
<h4 id="org16b5ed1">drink</h4>
<div class="outline-text-4" id="text-org16b5ed1">
<p>
Got a cocktail from the bar, or a teacup from Dabblers? Use this command to enjoy it.
</p>
<pre class="example" id="orgf7ef245">
drink
</pre>
<p>
You can only drink so many times before the glass or cup runs out, and you need a re-fill.
</p>
<p>
That is also when the effects of the potions…er, cocktails kick in.
</p>
</div>
</div>
</div>
<div id="outline-container-orgdef4344" class="outline-3">
<h3 id="orgdef4344">Character Backstory</h3>
<div class="outline-text-3" id="text-orgdef4344">
<p>
Every character has a backstory, and I would appreciate if you could share yours with me. I can then start to craft the world to make a home for your character. This doesnt need to be extensive or long. Perhaps you can think about answering some of the following questions?
</p>
<ol class="org-ol">
<li>Where are you from? Think of the D&amp;D Multiverse (and Beyond), and pick your favorite location. If you are a Fey entity, choose a Domain from cannon or of your own devising.</li>
<li>How did you get here? I have a lot of text about encountering a blue haired gnome with a white, Vandyke facial hair who invited you, but you dont have to use that.</li>
<li>Character philosophy or religion? Obviously, unless physically noticeable, what does your character think or worship? Dont worry about what gods are cannon, for while I really like the names that Matt Mercer uses in his Exandria source book, AllFather, Stormbringer, etc. Your god doesnt have to be “real” for your character to believe in.</li>
<li>Any special Fey-related wishes? Now that youre here, can you think of anything you want or anyone you hope to meet? What has your character heard about the Plane of the Fey?</li>
<li>Any character-defined events of your past? I suppose all the standard character development features you might find in Xanathars Guide to Everything, or from <a href="https://www.simonandschuster.com/books/The-Ultimate-RPG-Character-Backstory-Guide/James-D-Amato/Ultimate-Role-Playing-Game-Series/9781507208373">The Ultimate RPG Character Backstory Guide</a> can be applicable. Granted, most of this could also be fleshed out during play.</li>
<li>What story would you like to tell? And I mean, <i>actually telling a story</i>. I would love to have an NPC ask a question or help set up a scenario where you can tell a story from your characters past.</li>
</ol>
<p>
Email these backstories to me, and Ill start to bend the main story to them, and at least, have the NPCs ask <i>leading</i>, opportune questions.
</p>
<p>
Hrm. What have I missed?
</p>
</div>
</div>
</div>
</div>
</body>

View file

@ -25,9 +25,9 @@
<link rel="shortcut icon" href="/img/dragon-head.svg" />
<link rel="icon" href="/img/dragon.svg" />
<link rel="me" href="https://pdx.sh/@howard" />
<meta http-equiv="X-Clacks-Overhead" content="Rick Cooper" />
<meta http-equiv="X-Clacks-Overhead" content="Darol Allen" />
<meta http-equiv="X-Clacks-Overhead" content="George Vanecek" />
<meta http-equiv="X-Clacks-Overhead" content="Rick Cooper" />
<meta http-equiv="X-Clacks-Overhead" content="Terry Pratchett" />
</head>
<body>
@ -35,40 +35,17 @@
<body>
<h1>Sitting on Moss &nbsp; &nbsp;<br/>&<br/> &nbsp; Jumping in Puddles</h1>
<div id="scrolled-instructions">
<p>
This is a storybook game. You read a bit of a story, and like a
<em>choose your own adventure</em> book, you
<strong><em>do</em></strong> something to
<em>move your story along</em>.
</p>
<p>
Technically, this is a <a href="">MUD</a>-like game, where many
people can jump into this <em>text adventure games</em>, and
explore my cozy, little environment.
</p>
<p>
View this game as a respite from the cacophony of our world, as
you role play (pretend to be) a storybook character in an
idyllic setting.
</p>
<p>
When you are ready to join me,
<a href="#"
onclick="document.getElementById('scrolled-instructions').style.display='none'">
close this window
</a>...
</div>
{% if webclient_enabled %}
<p class="buttons">
{% if webclient_enabled %}
<a href="/cozy{% url 'webclient:index' %}"
class="playbutton" id="play">Enter a cozy world...</a>
{% endif %}
&nbsp; &nbsp; &nbsp; &nbsp;
<a href="#" onclick="document.getElementById('scrolled-instructions').style.display='block'"
<a href="/cozy/static/website/intro.html" target="_blank"
class="playbutton" id="instructions">Wait, what is this?</a>
</p>
{% endif %}
</body>
</html>