Pine 2
So much, we had before. Now, suppose we want a conversation style which allows the player to move conversation forward by asking appropriate questions, but which will keep moving forward even if he doesn't. To this end, we provide a table -- a borrowing from a later chapter. In the table, we record two ways of performing each conversation bit, one which reflects the player's participation, and one in which the character moves things onward:
topic | reply | quip |
"dream/dreams/nightmare/nightmares/sleep" | "'Sleep well?' you ask solicitously. 'Not really,' she replies, edging away from you. So much for that angle." | "'Ghastly nightmares,' she remarks. You nod politely." |
"marriage/love/wedding/boyfriend/beau/lover" | "'So,' you say. 'This is a little weird since we just met, but, um. Would you like to get married?' She looks at you nervously. 'Do I have to?'" | "'I, er,' she says. 'I hope I'm not supposed to marry you or something.'" |
"marriage/love/wedding/boyfriend/beau/lover" | "'I was told I was going to marry you and inherit the kingdom,' you say, apologetically. 'Would that be very bad?' 'Oh, it's not you -- I'm seeing someone,' she says, smiling quickly. You try to think how to point out that it's been a hundred years since she last saw her boyfriend." | "'Do you think I could go look for someone? I'm seeing him, you see, and I think I've been... sick... for a while, so he might be worried.' You try to think how to point out that it's been a hundred years since she last saw her boyfriend." |
"marriage/love/wedding/boyfriend/beau/lover" | "'You've been up here for a hundred years,' you say. An unpleasant thought occurs to you. 'Was your young man in the castle somewhere?' She shakes her head mutely." | "She goes to the window and looks out at the now-fading thicket of briar. 'That took a while to grow,' she observes. 'I've been up here longer than I thought.' You shrug, uncomfortable." |
The "now Beauty is passive" line prevents her from making any conversation of her own on a turn when we've spoken to her. This keeps the conversation from progressing too quickly.
After we've generated any spontaneous conversation, we return her to her regular active state.
Test me with "x beauty / wake beauty / pour water on beauty / ask beauty about sleep / z / ask beauty about marriage".
A remote corner of the old castle, reserved for spinning and weaving tasks.
Sleeping Beauty lies here, oblivious to your presence.
>(Testing.)
>[1] x beauty
She is even more magnificent than the rumors suggested.
>[2] wake beauty
Yes, but how?
>[3] pour water on beauty
You pour out the jug of water on Sleeping Beauty.
Sleeping Beauty wakes, shuddering. "Agh! I had a terrible dream about drowning and then-- Hey!"
Throughout the palace you can hear the other sounds of stirring and movement as the spell of centuries is broken.
"Ghastly nightmares," she remarks. You nod politely.
>[4] ask beauty about sleep
There is no reply.
"I, er," she says. "I hope I'm not supposed to marry you or something."
>[5] z
Time passes.
"Do you think I could go look for someone? I'm seeing him, you see, and I think I've been... sick... for a while, so he might be worried."
You try to think how to point out that it's been a hundred years since she last saw her boyfriend.
>[6] ask beauty about marriage
"You've been up here for a hundred years," you say. An unpleasant thought occurs to you. "Was your young man in the castle somewhere?"
She shakes her head mutely.
*** This is going to take some explaining. ***
Now we have a scenario in which the player can ask her some questions out of order if he really wants to, but the scene will not end until the basic conversation topics have been exhausted. If we wanted to add some other chit-chat, not as part of the main conversation strand, but by way of optional enrichment, we might make a second conversation table and record alternative outcomes in it.