Expanses
An expanse is a bounded space with coordinates: a sea, an asteroid belt,
a desert — anywhere a vessel is between places rather than in one. It is
the use expanses extension; write the line in the story header, and the
expanse kind, movement: open and the coordinates command set become
available. An expanse lowers to a room, so the room heading, look and
scope read it as they read any room, and its own prose describes it.
story
title: The Belt
authors:
ref
id: belt
story-version: 0.0.1
use expanses
The expanse writes size: <w> by <h> and a landmarks block whose rows
place rooms in it at coordinates. A landmark is an ordinary room; a
vehicle that reaches its cell arrives in it. seen from afar: on a room
or a vehicle is the line a looker sees when it is in sight but not here.
create the Belt
an expanse
size: 20 by 8
drift: 1 unit every 50 turns
north is blocked: ice-fields
aka belt, void
Black, and the slow tumble of rock against it.
landmarks
the Mining Platform: 3, 3
the Derelict: 14, 6
end landmarks
define phrase ice-fields
Ice closes the way north; the skiff will not answer that heading.
end phrase
create the Mining Platform
a room
seen from afar: a cluster of lights on a lopsided rock
sight: 4
A platform bolted to a rock, its lights the only warm thing for miles.
create the Derelict
a room
seen from afar: a long dead hull, turning slowly end over end
The inside of a hull that has not held air in a hundred years.
An open vehicle
movement: open is a vehicle with a
position in an expanse rather than a room. It starts in <expanse> at <x>, <y>
or in a landmark, and writes three lines the type needs: pace: (turns per
step), stride: (units per step) and sight: (how far one sees from it,
in units). Speed is entirely the author's: a long voyage is long by the
numbers written here, and no command changes them.
create the skiff
a vehicle
in the Belt at 3, 3
movement: open
carries: in
drive: player
commands: compass, coordinates
pace: 1 turn
stride: 1 unit
sight: 6
seen from afar: a glint of hull against the dark
aka craft
A skiff: one seat, one console, a hull you can see through.
create the telescope
a thing
in the skiff
sight: 12
aka scope
A brass telescope, older than the skiff.
Two command sets drive it. compass is the base set — steer north,
go north from inside, heave to — and under use expanses a heading is
held across the open until something stops it. coordinates adds
set course for <x>, <y> and set course for <landmark>. Under
drive: control the story writes start <vehicle> heading <direction> or
send <vehicle> to <landmark or coordinates> instead.
> set course for the Derelict
You set course for the Derelict.
> wait
Time passes...
> wait
Time passes...
> wait
Time passes...
> wait
Time passes...
> wait
Time passes...
The lookout cries: the Derelict is in sight.
Sight
Whoever looks sees in bands, and out of sight is out of scope. From the
skiff, anything within its sight: is reported — close by, in the
distance, or on the horizon, with its direction — and a thing carrying
sight: of its own is an instrument: look through the telescope looks
once with its reach instead.
> look
Mining Platform
A platform bolted to a rock, its lights the only warm thing for miles.
You can see a skiff here.
In the skiff you see a telescope and an Alex.
The cask, in the distance, to the east.
> look through telescope
You look through the telescope.
The cask, on the horizon, to the west.
The Mining Platform, on the horizon, to the west.
The same bands are conditions — <thing> is in sight, is close by,
is in the distance, is on the horizon — and when <thing> comes into sight is an anchor a sequence or an after clause can wait on, which is
how the lookout above cries out:
define phrase land-ho
The lookout cries: the Derelict is in sight.
end phrase
define sequence landfall
when the Derelict comes into sight
phrase land-ho
end sequence
<vehicle> is within <n> of <landmark> reads distance; <vehicle> is in <expanse>, is at <landmark>, is heading <direction> and is under way
read where it is. An expanse's description varies by position with the
ordinary per-entity override, phrase description while <condition>:,
gated on any of these. A voyage of a hundred turns is as eventful as the
author makes it.
Edges
Each side of an expanse may carry a blocked-exit line, north is blocked: <phrase>, for north, south, east and west. A step that would pass
an edge ends at it, stops the vehicle, and says the phrase once; a vehicle
never crosses one. An edge with no line of its own gets the stock line.
> steer north
You steer the skiff north.
> wait
Time passes...
Ice closes the way north; the skiff will not answer that heading.
Floating things
A thing marked floats may sit in the expanse with coordinates of its
own, and drifts: the expanse's drift: 1 unit every <n> turns moves every
floating thing one unit in a random direction, on the story's seed. When
the vehicle is alongside — in the same cell — retrieve the cask brings it
aboard; a floating thing that drifts into a landmark's cell washes up in
that room.
create the cask
a thing, floats
in the Belt at 5, 3
aka barrel
A tarred cask, riding low.
Anything else dropped or thrown overboard is lost: it goes offstage and
the stock line says it drifts away, which a thing's own
phrase lost-overboard can replace. The player may leave the vehicle in
the open; they stay in its cell, can go nowhere on their own, and
enter or board any open vehicle alongside.
Wind, bearings in degrees and sails are a further extension on top of this one: Sailing.