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About This Game

{The prologue is now complete. However, new players are welcome to join at any time. Episode I has just started.} This text adventure functions as a play-by-post campaign set exclusively within the vast Star Wars galaxy. It pays tribute to the classic Expanded Universe, and embraces the nostalgia of early interactive fiction, especially Zork. Additionally, this compound homage features an original Freeform Game System.

Game System

Freeform

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05/04/2024

Detailed Description

Hello there. ๐Ÿ˜€ Welcome to the galaxy!


Game One - 'A Matter of the Mind'

Iโ€™ve been running this specific campaign with friends for over ten years, starting way back in 2013. It will act as our 'test adventure'.

To start, I will introduce the basic mechanics of the game as we play. However, the original rule system will eventually be explained in the 'Rules & Guides' section.

We're using a Freeform Game System, so the rules will evolve significantly over the course of the adventure.


How does it work?

The game runs like a classic text adventure. Therefore, a name for each location will always be provided, followed by a simple description of the environment.

Gameplay is designed to generate an interactive fiction vibe. Hopefully, emulating this 'retro feel' will stir up nostalgia and inspire discussion. These out-of-character talks can be posted in the 'Session Zero' section.

This campaign is intended to remain a work in progress. Suggestions and requests are always welcomed, so alterations will absolutely be considered. Ideal changes will be made as needed, for flexibility has been crucial since the gameโ€™s inception.


So whatโ€™s the catch?

Ultimately, this game will be separated from others by character control. The main protagonist will be controlled by ALL players. This means text commands will be accepted from anyone and everyone. Hence, thereโ€™s no need to create a character before playing.

Occasionally, players will be asked to choose particular details about the 'shared' protagonist. These specifics will be added to the game accordingly. Controlling the adventurer can be thought of as a 'team effort'.

As mentioned, flexibility is key. It's quite possible for players to request control of specific characters. For example, an ally our adventurer meets along the way can be designated to a player, if everyone agrees.


Sharing a character?

Now, sharing a character may not be the norm, but that's the point. Players can bounce ideas off each other, or just forge ahead without consulting anyone. Also, when commands do clash, course correcting the protagonist becomes part of the challenge.

To elaborate, players can sabotage the plans of a teammate (whether intentionally or unknowingly). Some of the most amusing posts come from players attempting to 'course correct'.


Posting Text Commands

Text commands will be accepted chronologically, in order of earliest post to most recent. Remember, although this is a text adventure, your commands will be processed by a sentient being, so use your imagination and let your creativity soar. Humorous text commands are encouraged as well.

When playing, use the greater than symbol to indicate a command:
>
Any other text will be considered out of character.


Instances of the game will be posted in the 'Examples' section. Thanks for reading, and donโ€™t hesitate to comment with ideas and/or inquiries.

May the Force be with us all.

SWTA1A.jpg

  1. What's new in this game
  2. For some reason I remember there being another prisoner near Zan. Might be in the next cell along, although that could be the one the high ranking Imp is interrogating. My sense of distance in this game seems to be a bit off. I can't tell if the Imp is at the other end of a long hallway or in the next cell over from Zan's. > Say to Zan "That should give you some protection. Stay close to me. Grab a blaster if you can. Do you know anyone else in here? We'll rescue anyone else we can and then get out of here." Move to EE-S Section 1. Inspect cell EE-87 for occupants.
  3. Well the first guy we rescued ran off so it's nice this one seems to be sticking around. Maybe because you're looking after him with a shield :)
  4. Power cells where Sulon was. Not sure if they are fully charged or depleted, may or may not be useful later if we get them, along with the plasma gas cartridge. Want to keep Zan safe so probably better if he has the personal shield generator, assuming that it works. Vaguely wonder if we could ambush and knock out the nearby officer. > Test personal shield generator to see if it works. Then give personal shield generator to Zan.
  5. You swipe the card with the teal square through the horizontal port. The red-tinted ray shield instantly vanishes. "Splendid!" Zan exclaims. "Thank you." (Player 2 earns two points for solving a puzzle and one point for logic.) (Score: 26 out of a possible 1,138) The Imp cannot be examined, for he's no longer in your line of sight. He entered the westmost cell, probably to interrogate the prisoner. (-1 Awareness) Your 'Awareness' total is now +1 When he was present in the corridor, you did NOT recognize him. However, you deduced that he's highly ranked. The Force flows through you. It has fully replenished. Although you feel no depletion of any kind, certain aspects of the energy field are still altered. Your ability to sense other beings is not completely severed, but you cannot recall how to access it. Detecting other Force-sensitives may prove easier. Again, you're unsure if your captors are responsible. Zan Sey, the male Zabrak, joins you in the east-west hallway. His skin is orange-beige. Alignment- LIGHT SIDE: +6
  6. >Try swiping the keycard with the teal square through the reader for Zan's cell. Examine the high ranking Imperial officer. Do we recognise him? Try to feel the Force inside us. Has it recovered at all?
  7. Just a heads up, I'll be away for the weekend and probably won't be able to make any posts until Monday at the earliest.
  8. Hallway EE-S [Section 2] (East-West Hallway) Tagged in Aurebesh text, a sign hangs high on the northern wall. Beneath, a horizontal swiping port protrudes out of a console. A plasteel equipment rack is recessed into the wall. It holds one personal shield generator. There's a holding cell to the south. Its designation is written in Aurebesh. It reads 'Holding Cell EE-88'. Due to its ray shield being activated, the cell is inaccessible. Once again, you notice the detention block schematic attached to the southern wall on both sides of the cell's aperture. You grab the Imperial key card (with bronze square) from your utility belt. Just as you rush over to the console, you hear a loud buzz from the corridor's west end. Only distracted for a moment, you refocus and swipe the card through the horizontal port. Another loud buzz, higher in pitch, informs you that the card's been rejected. The ray shield remains functional. "Yes, I am a Jedi," you tell the Zabrak prisoner. "I'm Zan," he replies, disappointed that the shield is still active. "I don't get it. Your card looks exactly like the one they used." Listening to Zan, you near the recessed rack. Personal shield generator: Taken. You call out to the male Zabrak. "What's your name?" "Um." He pauses, wondering if you had heard him. "It's Zan... Zan Sey." One section to the west (the west end), a high-ranking Imp enters the hallway from a north passage. He seems to ignore your presence, and approaches the cell in front of him. Satisfied that you haven't been noticed, you quietly continue talking to Zan. "Why are they holding you here?" The Imperial officer engages in conversation with another captive. You can't make out the words. Zan Sey answers. "The Imperials claim that I have vital knowledge pertaining to their ravine, and frankly, I have no idea what they're talking about." You proceed with another inquiry. "Do you know the way out?" The Imp swipes his key card and enters the westmost cell, probably to interrogate. "All I know," Zan explains, "is that the north passage leads to some sort of guard station... but there are no controls for the door. Oh, and there's a hangar bay somewhere to the east." You look down the corridor one section and study the west end. The northern station must be where the Imp entered from. No one is approaching at the moment. (+1 Awareness) Your 'Awareness' total is now +2
  9. Sounds like a plan. Good call grabbing the shield too. I didn't realise each of the sections only corresponded to one cell until we got the map. That makes it much easier to visualise. > Ask the Zabrak "What's your name? Why are they holding you here? Do you know the way out?" Look down the hallway to see if we can find the guard station which may have more keycards. Listen for anyone who may be approaching.
  10. I assume we have to be in section 2 to free the Zabrak. The bronze square key card is the only one we have and do not know what it does, so might as well try it here. > Go west then swipe bronze square key card in horizontal swiping port. Say "Yes, I am a jedi". Get personal shield generator from rack.
  11. A long time ago in a galaxy far, far awayโ€ฆ A Star Wars Text Adventure (Game 1) - 'A Matter of the Mind' Episode I โ€“ 'Bits and Pieces' 12 ABY (The New Republic Era - EU) Playable Character: A female Mirialan Jedi Knight with partial amnesia. Primary Goal: Escape from the Imperial base holding you captive. Score: TWENTY-THREE points out of a possible 1,138 BEGIN- Hallway EE-S [Section 4] (East-West Hallway) Tagged in Aurebesh text, two halves of a broken sign lie upon the pristine floor. A pair of E-11 blaster rifles sit on the floor as well. The horizontal swiping port, once on the north wall, has been destroyed. It now exists only as plasteel shards littered across the hallway. There's also a small, empty recess above the fried console. A plasteel equipment rack, undamaged, is recessed into the wall. It holds two E-11 blaster rifles. There's a holding cell to the south. Its designation is written in Aurebesh, which you... couldn't read. However, comprehension of the text is slowly returning to you. You don't know what caused this recall, but the text reads 'Holding Cell EE-90'. Due to its ray shield being deactivated, the cell is accessible. Again, you notice the schematic attached to the southern wall on both sides of the cell's aperture: The rooms depicted by the schematic are labeled in Aurebesh. Since you seem to be able to read Aurebesh again, you peruse the labels corresponding to the east-west hallway: You hear nothing but the drone of the illumination banks, coupled with your saber's hum. Staring westward, beyond your greenish-yellow hands and the lightsaber, you're a bit stunned that the corridor is now empty. You finally remove one hand from your exquisite hilt, and immediately notice that your palm features a dark, geometrically repetitive tattoo. You don't know when any adversaries may show up. However, there are three more unguarded cells within the east-west hallway. > Examine the hallway, the swiping port/s and the cells. See if Sulon left the magenta card behind, or if there is another nearby. See if any of the other three cells are occupied. Call out to any occupants. "Hello in there! I'll get you out if I can. Any advice?" You commence with your examination. All of the swiping ports are functional, with the exception of Section Four's. You know the card with a teal square opened your cell, and the card with a magenta square opened Sulon's cell. However, you DON'T know which cards open the three remaining cells. Electing to study the cells, you enter Holding Cell EE-90, which was Sulon's. Holding Cell EE-90 You can now examine the human's cell from within the room itself. Without delay, you study the holding cell. You see two power cells, lying on the pristine floor. There's a crude wooden chair in the southeast corner of the room. Sitting atop the chair is a plasma gas cartridge. You exit Holding Cell EE-90, returning to the east-west corridor. Sulon did NOT leave the magenta card behind, and you find no cards of any kind. The other three cells are indeed occupied. Considering you've already stared at the occupant in Holding Cell EE-88, you head over to Section Two of the hallway. Hallway EE-S [Section 2] (East-West Hallway) Tagged in Aurebesh text, a sign hangs high on the northern wall. Beneath, a horizontal swiping port protrudes out of a console. A plasteel equipment rack is recessed into the wall. It holds one personal shield generator. There's a holding cell to the south. Its designation is written in Aurebesh. It reads 'Holding Cell EE-88'. Due to its ray shield being activated, the cell is inaccessible. Once again, you notice the detention block schematic attached to the southern wall on both sides of the cell's aperture. You call out to the occupant, a male Zabrak sitting upon a crude wooden chair. "Hello in there! I'll get you out if I can. Any advice?" His distraught face looks up and examines you for a moment. Then, he springs to the floor and nears the ray shield with a glint of hope in his eyes. "Hello. I've seen them swipe the key card. It's marked with a small square." > Go east. You head east. Hallway EE-S [Section 3] (East-West Hallway) Tagged in Aurebesh text, a sign with a blast mark hangs high on the northern wall. Beneath, a horizontal swiping port protrudes out of a console. Still accessible, Holding Cell EE-89 is located to the south. Its designation is notated in Aurebesh. The detention block schematic is found on both sides of the aperture. "Are you a Jedi?" the Zabrak asks loudly from his holding cell. "What should I do?" You have now visited FIVE locations. Explore seven more to receive 12 points!
  12. I agree with freeing prisoners if we get the opportunity. I think we need to go east to the hangar bay, and look for opportunities but keep alert for any dangers. > Go east.
  13. We've been left unexpectedly unsupervised so we should probably take advantage. With luck we can even unlock some more cells, but I think we might have a problem. The swiping port took a couple of blaster bolts earlier so it might not work anymore, plus I think Sulon still has the keycard for this section and he's run off. So we may not be able to free anyone else. On the other hand, if there is one swiping port per cell and only the one for Sulon's cell was damaged then the others may still work. Perhaps Sulon dropped the magenta keycard or possibly the black keycard we found is actually the master override one that Sulon stole and he managed to stash it there when he was brought in. If so then it should open all the cells and any other door we come across, but by the sounds of it the Imperials can trace wherever it is used so they may discover pretty quickly that we have it. Either way, we need to look around a take stock while we have a moment. > Examine the hallway, the swiping port/s and the cells. See if Sulon left the magenta card behind, or if there is another nearby. See if any of the other three cells are occupied. Call out to any occupants. "Hello in there! I'll get you out if I can. Any advice?"
  14. <You Have Selected> Mirialan Your character is now a female Mirialan (name unknown). Unbeknownst to yourself, you possess an impressively effective charisma. Tapping into this ability, you feign acceptance of Breuten Halaarsk's strange proposal. "Understood," you say with clever grace. "Perhaps I can head him off." (+1 Deception) The high-ranking Imperial is already headed back toward the corridor's west end when you inquire about the bay. "What's the quickest way to the hangar bay from here?" Turning to face a northern hallway, he answers. "Just head east." Then, Breuten leaves. Halaarsk is gone before you're able to ask your follow-up questions. You're left to hear nothing but the drone of the illumination banks, coupled with your saber's hum. Staring ahead, beyond your greenish-yellow hands and the lightsaber, you're a bit stunned. 'He just... left?' you muse. You're still standing in the fourth section of Hallway EE-S. You don't know when any adversaries may show up. However, it does dawn on you that three more unguarded cells exist within the east-west hallway.
  15. > Ask "What does the datacard look like? Also, what are Sulon's capabilities and inclinations?"
  16. I learnt from my first mistake that you should find out if someone is armed before you attack them, even if they are Imperial scum ๐Ÿ˜…
  17. I am still around, but might be quiet for a bit. Sometimes I have trouble thinking what to do, feel free to advance the game without me, will jump in if I can think of a particular action to take. This is definitely a unique game, and quite cool that way! ๐Ÿ˜€ Also Barrigan well done on advancing the light side!!! Awesome!!! ๐Ÿ˜€
  18. This Imperial's behaviour is bizarre but if he wants to let us go and, for whatever reason, think we're secretly working for him now then he's welcome to. In the meantime we will be heading for the hangar bay and getting the hell out of here. > Select Mirialan. Deceive Breuten Halaarsk by pretending to accept his proposal. "Understood. Perhaps I can head him off. What's the quickest way to the hangar bay from here?"
  19. Yeah, it's quite infuriating when a simple search spoils the game, movie, or show. Think you would've moved the rug if you hadn't been spoiled? Oh, yeah... the sword (found above the trophy case) glows blue when danger is near. Entering the cellar will cause it to glow, but the lantern must be activated to avoid grue attacks. Pitch darkness is your enemy! lol I tend to hoard as well. It was very tough for me to drop the leaflet. And yes, inventory management is crucial in Zork, especially when attempting to get the treasures above ground. Lemme know if you ever give it another spin.
  20. "No I didn't. I just said there were blasters on the wall!" By the time you speak your mind, Sulon is already at the hallway's east end. Hence, your irritation with him goes unheard. 'Better off,' you muse, realizing that now is not the time. Alignment- LIGHT SIDE: +4 Keeping your emerald blade a few inches away from Halaarsk's brow, you remain in a defensive stance. His underling, the female Imperial officer, has not moved. Her hands are still behind her back. You use this opportunity to examine Breuten more closely, looking for any threats or weapons. His crisp tailored jacket is obviously made from high-quality fabric. As far as you know, it's typical Imperial garb for a high ranking officer. Your instincts tell you that he must've earned the rank of admiral or better, considering how much his attire features the color white. Breuten's utility belt is equipped with a holster, but it's empty. His polished leather boots shine magnificently. You suppose it's possible that he could use them to conceal a weapon. Due to your proximity to him, you now notice a thin mustache. "What can I say?" you reply to his inquiry. "I was lonely escaping all by myself." Halaarsk doesn't look the slightest bit intimidated, and you tighten your grip on your hilt. With a stern face, you continue. "Stand aside and I will not harm you." Alignment- LIGHT SIDE: +5 Breuten Halaarsk sports a sly grin. He does not budge. "Haven't I already conveyed how distraught I am over the missing datacard?" His grin vanishes. "I truly believe it would be in your best interest to cooperate." He interlocks his fingers and remains inches from your blade. "Considering you freed the culprit, I think it's only fair that the task of questioning him falls to you." Breuten turns to his officer. "Kasari, please elaborate on the situation." They trade places. However, Kasari doesn't stand quite as close to your lightsaber. (+1 Intimidation) Still, she conveys her disdain for your kind. "Wretched... <Please Select Species> Cerean, Duros, Human, Mirialan, Rodian, Sullustan, Twi'lek, Zabrak (Don't be too concerned about your pick. You'll be able to cycle through these species later in the game.) "Wretched <Species>, you have no business being a Knight." She composes herself. "The missing datacard contains override codes for Imperial encryption. Since the encryption was used to reprogram Sulon's starfighter, we have no doubt that he's behind the theft." Kasari pauses. "He's headed for the hangar bay. Obviously, he'll use the codes to override our security encryption. He must not escape this outpost." She looks to her superior. Halaarsk waves his hand. "Officer Kesyk, you're dismissed." She nods, turns around, and heads back west. Breuten points a finger at you. "You are to find Sulon and acquire that datacard. No one is to know you're working for me. Stormtroopers have been trained to hunt you down, so don't expect immunity." "What is it that Sulon did?" You maintain your defensive positioning and realize how quiet it's become. The ruckus from the east end has ended. You and Breuten Halaarsk are the only beings left in the corridor. The sly grin returns. "Let's just say he's stumbled upon our ravine and wants to purloin some valuable artifacts."
  21. For some reason I'm hearing Halaarsk in the voice of Grand Moff Kilran from SWtOR. Upper class English with sinister undertones. > Be mildly irritated at Sulon's attitude. "No I didn't, I just said there were blasters on the wall!" Realise this is not the time. Examine Breuten Halaarsk for weapons or anything threatening. Respond to his question: "What can I say? I was lonely escaping all by myself." Attempt to intimidate him. He is well within lightsaber striking distance. "Stand aside and I will not harm you."
  22. You tilt your head towards the immaculate floor, motioning at the blaster rifles you Force-pulled. "The ones on the floor are loaded," you tell Sulon, who has just reached your position. Now standing back-to-back in defensive stances, you both keep tabs on your corresponding adversaries. Sulon faces east, while you face west. He picks up the nearest E-11 and responds to you with cynicism. "Oh really? These are loaded? You told me the other ones were loaded!" Sulon drops the useless blaster rifle, and prepares the new one. "I've got your head right in my sights trooper!" he yells down the corridor. However, the pair of stormtroopers have switched places with the jade guards. Wielding their cyclers, the guards approach, with the troopers bringing up the rear. They've found new E-11s as well. Still tracking the Imperial officer and her superior, you quietly address Sulon. "Can you make sense of this blue diagram?" Again, you motion with a head tilt, this time towards the wall. Stunned by your inquiry, Sulon answers loudly. "Sure!" he exclaims in jest. "I'll just break down the cell block schematics in their entirety for you! It's not like we're surrounded by six enemies!" You reply with another question. "Which way do we go?" Attempting to blast Sulon, KS-527 and trooper #2 pull their triggers in unison. To your surprise, their aim is so horrendous that both bolts strike the swiping port on the north wall. A small explosion produces shards of plasteel. "Well, considering the situation, I'd say any direction that leads away from 'here' would be a solid choice!!!" Sulon charges at the two jade guards, as the stormtroopers prepare to fire again. 'He is a bold one,' you think to yourself, and follow suit. "You are unarmed," you say to the Imperial officer. "What is your intention?" (Your alignment increases by 1.) Alignment- LIGHT SIDE: +3 She flashes you a wry smile and says nothing. Then, she folds her hands behind her back, moves aside, and allows her superior to approach you. Staying close to Sulon is not possible at the moment. He's rushed towards the east end of the hallway to face four adversaries on his own. Just turning to look at him would surely put you in danger. You remain focused on the west. Keeping steady, you place your shimmering blade between you and your new foe. You hear a distinctive and recognizable sound from behind you. It's the combined sound of a high-pitched crack, and a reverberating whine. You know it's one of the cycler rifles. Then, you hear it two more times, just before laser fire becomes the dominant noise. Obviously, Sulon's got himself into a difficult firefight. Your new foe stands in front of you, ever so close to your humming emerald blade. He wears a white tailored jacket. It's both crisp and adorned with code cylinders. "My name is Breuten Halaarsk." You notice a decorative medal displayed on his chest, and multiple badges attached to his collar. "I have been tasked with preventing Sulon's escape from this outpost." The golden epaulettes on his shoulders gleam brightly from your saber light. "Presently, I am quite distraught, for a datacard of extreme importance went missing earlier today." This guy certainly conveys a sense of professionalism and prestige. "Am I to understand that you're responsible for that loathsome criminal's release?"
  23. > Say to the female officer "You are unarmed. What is your intention?" Stay close to Sulon and be ready to defend Sulon and self if needed, by deflecting any bolts with the lightsaber.
  24. I think I had that spoiled for me just by googling the game. The description was something like "Zork is a classic text adventure where the player begins outside a house but the real story takes place in the underground empire accessed through a trap door in the living room." So I knew that much already. But knowing that was the way forward I explored the house and surroundings reasonably thoroughly before I went down there. I found a magic sword somewhere as well (the attic maybe?) and was thoroughly confused when the game told me it was glowing when I went down the trap door so I turned by lantern off and it said 'you're now in pitch darkness and can't see anything' so I guess proceeding by swordlight was not an option. Interesting about the egg though. I'm a bit of a hoarder when it comes to games and I wanted to hold on to every item I found, imagining there would be an unexpected use for things like the pamphlet found in the mailbox if only I hung onto it right until the end. But alas, no more than 10 items, including your weapons and light source.
  25. ย 
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