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Frankenstein novel recreation Chapter 1
by
Larry Li
Played 897 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Frankenstein Novel Recreation" by Larry Li. When play begins: say "Your name is Robert Walton. You are an explorer traveling to the north pole to uncover its secrets - perhaps a passage to the west, or the secret to magnetism. You wake up today and prepare to sail onwards, thinking it would be a relatively normal day for you. You couldn't have been further from the truth." [Game progression] progressNum is a number that varies. progressNum is 0; [Captain's Cabin] The Captain's Cabin is a room. "Your cabin with all of your belongings - it's the largest room on the ship, and for good reason. You can see your bed, your clothes drawer, your writing desk, and your lamp desk. The ship deck is north of here." After going to the captain's cabin: If progressNum is 1: now progressNum is 2; produce a room description with going spacing conventions; say "After recording your observations and detailing them in a letter addressed to your sister, your eyelids begin to droop - it must have been the stressful work last night. You decide to take a rest. When you wake once more, there is more commotion to be heard outside. Being the captain of the ship, you should probably go check it out. (Go to the ship deck.)"; The clothes drawer is an openable closed scenery container in the captain's cabin. The captain's nightclothes are in the clothes drawer. The description is "Your nightclothes, exactly as you bought them. Blue-green, comfortable fabric." Instead of taking the captain's nightclothes: say "You just put them away, and should probably start working. Why would you take them?" The bed is an enterable scenery container in the captain's cabin. The description is "Your comfortable, warm bed where you wish you could be, but can't as [bold type]glory awaits.[bold type]" Instead of entering the bed: say "You can't sleep now. There is work to be done, where [bold type]glory awaits.[bold type]" The lamp desk is a scenery supporter in the captain's cabin. The description is "A brown painted wooden lamp desk." The oil lamp is on the lamp desk. The description is "An extinguished red oil lamp. You have no need for it as of right now - it's daytime." Instead of taking the oil lamp: say "You would look rather silly carrying around an extinguished oil lamp." A writing desk is a scenery supporter in the captain's cabin. the description is "The wooden writing desk you use mainly for writing letters to your sister, Margaret Saville." The ink quill is on the writing desk. The description is "A white feather quill used for writing." The ink bottle is on the writing desk. The description is "The black bottle filled with ink to dip your quill into. It's half full (You're an optimist)." Instead of taking the ink bottle: say "You would look rather silly carrying around an ink bottle." The parchment is on the writing desk. The description is "Some yellowing dry parchment for writing on. Hopefully, you will use it to record some incredible scientific observations that you make here in the north pole." [Ship Deck] The Ship Deck is a room. "Freezing cold winds cut at your exposed face while your sailors hustle around, trying desperately to keep the ship from hitting the ice. From here, the captain's cabin is south, the sailor's chambers are to the north, and the mess hall is down, below deck." The mess hall is a room. The mess hall is below the ship deck. Instead of going to the mess hall: say "It's nowhere near mealtime - why bother going to the mess hall now?" The chambers are a room. The chambers are north of the ship deck. Instead of going to the chambers: say "You have your own room to go to. Why go bother the sailor's who work the night shift?" The ship mast is a scenery supporter in the ship deck. The description is "A large mass of rope and wood that holds the sail of the ship." After going to the ship deck for the first time: produce a room description with going spacing conventions; now progressNum is 1; say "Suddenly, one of your sailors begins shouting for you to come and look, and there is a whole lot of commotion. Wondering what is going on, you decide to have a look. You see a large man, seemingly 8 feet tall, riding on a dog sled. You assume he is a native of the land, as no recorded civilization had claimed to had settled this far north. However, before long, the ice cracked, and you lost sight of the large, humanoid figure. You had best write this down. (Return to the captain's cabin.)" After going to the ship deck: If progressNum is 2: now progressNum is 3; produce a room description with going spacing conventions; say "Your men have found a different man on a dogsled in the north. He seems to be a European, and for some reason, not willing to come onto the ship. Upon seeing you, the ship's captain, the strange man asks for the direction of the ship, and to your disbelief, he seems glad when you inform him that you are headed north. As soon as he boards the ship, he faints from lack of fresh air, and your men send him into your cabin to rest. You had best not disturb him yet, and find something to do in the meantime. The man's sled catches your eye, and you decide to haul it up onto the ship deck for closer examination." The stranger's sled is a container. The description is "The wooden sled that the unnamed man arrived at your ship in. It is tattered and broken; splintered in places." Instead of taking the stranger's sled: say "It took enough effort to haul it onto the ship in the first place - now your arms are sore. You shudder at the thought of picking up the sled and carrying it around." The woman's picture is in the stranger's sled. The description is "A small, framed picture of a gorgeous woman. Upon further examination, you find some hastily scribbled text on the back of it in a noble, loopy handwriting. 'Avenge her.'" Every turn: If progressNum is 3: move the stranger's sled to the ship deck.; Instead of going to the captain's cabin: If progressNum is 3: say "You don't want to disturb the stranger quite yet."; otherwise: continue the action. After taking the woman's picture: say "The effort it took to get one simple picture was not worth it, but it may have been a prized possession of the unnamed stranger. For all your hard work, you should at least examine the picture." After examining the woman's picture: now progressNum is 4; say "Feeling that you have waited long enough for the stranger to have awoken, you head back into your cabin to greet him, and ask him for his story. Epilogue August 19, 17- When I came into the room, the man was already being tended to by our ship's doctor, and had been given some of the leftover stew from last night's meal. I had been wrong about the extent of the damage this man had suffered - he was still suffering from extreme hypothermia, and soon after was wrapped in blankets and stationed next to the fireplace in the kitchen. It took him 2 days before he recovered enough to even speak, and afterwards, he moved into one of the empty rooms in the sailor's chambers. Thereafter, the man, named Victor Frankenstein, seemed to be reluctant to share any details of his past with anybody. He gave only short answers to any direct questioning, but had a vast knowledge of all sorts of topics, and would join our conversations with glee. He confirmed with me personally that the picture of the woman was of his late wife, and that he had been pursuing a large creature, similarly on a sled like him. When I mentioned having seen such a creature, he immediately became interested, and asked whether the creature has fallen into the ice and drowned, which I honestly answered with a 'probably not'. Our most recent interaction is the one I am the most confused about. I discussed with him the value of honour, and stated that at the current point of my expedition, I would rather freeze to death than turn the ship south to head home. Half jokingly, even. He immediately flew into an enraged rant about his own past mistakes, and when I tried to assure him by saying I didn't truly mean it, he sighed, buried his face in his hands, and promised to give me a full account of his life's story in the hopes that I could learn from it. Regardless, I am excited to hear what circumstances could possibly drive a man so desperate he would come alone in a dogsled to the freezing cold arctic. I plan on making a full document of all that he says, and preserving it for the masses, as I predict it will be extremely interesting to read. Your loving brother, Robert Walton. ------------------------------------------------------------------------------------------------------------ Thanks for playing part 1 of a 3 part series about the novel Frankenstein! You can play part 2 at https://playfic.com/games/SilverDragon37/frankenstein-novel-recreation-chapter-2" The captain's cabin door is a door. The captain's cabin door is north of the captain's cabin. The captain's cabin door is south of the ship deck. Every turn: if progressNum is 4: end the game in victory. [Player Description] Your fur coat and your fur boots are worn. The description of your fur coat is "An expensive, handmade fur coat." The description of your fur boots is "The leather boots with a fur lining that came with the coat." Instead of examining the player: say "Your cheeks are red from the cold and your toes hurt from frostbite. Mentally, however, with the prospect of glory near, you couldn't be feeling better. [if the player wears something]You are wearing [a list of things worn by the player]."