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Confederation, Identity, Promise, and Empire
by
Barney
Played 9,084 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Confederation, Identity, Promise, and Empire" by Baylie Karperien Include Rideable Vehicles by Graham Nelson. The Ship is a room. The green potato is in a crate. The green potato is a thing. The crate is a container. The crate is in the Ship. The description of the crate is "A boring, ordinary wooden crate. A poorly painted packing company's logo is peeling off the wooden surface.". John is a male person. John is in the ship. John holds the Bible. The description of the Ship is "You are below the deck of a British ship. You are an immigrant en route to the New World, the land of adventure, Canada. John, a friend you made on the voyage, is returning to the colonies after quitting his job at the British and North American Royal Mail Steam-Packet Company. He carries a weathered, ancient Bible.The light is dim and you can feel the swaying of the ship beneath your feet. You are homesick, not to mention seasick, but excited to reach your destination. You can faintly make out the outline of a door that will take you to the deck of the ship. If you want, you could ask John about Canada. ". Instead of asking John about "Bible", say " John looks up and says, 'Christian missionaries are an important part of the British North American Colonies. If the colonies were ever to become a nation, I hope they would become one founded upon principles that recognize the supremacy of God.'". The potato is edible. Instead of taking potato, say "John leaps up and knocks it out of your hand. He tells you 'Don't eat that! Are you mad? Everyone knows green potatoes are poison.' " . Instead of asking John about "Canada", say “John exclaims to you, 'Canada will be one big adventure!'" Instead of asking John about "adventure", say “John brags, 'I am the greatest adventurer out there. I am on a great journey!'" Instead of asking John about "journey", say “John tells you, 'I will have many great journeys once I am in Canada! I will have a great ship.'" Instead of asking John about "ship", say “John brags, 'I will own greater ships than this in Canada.'" The Deck is a room. The description of the deck is "East of you is the Port Side. West of you is the Starboard Side.". The wood door is a door. It is south of the ship. It is north of the deck. The door can be entered. The deck can be entered. The Port Side is a room. It is east of the deck.The description of the Port Side is "You scan the horizon but see only the expanse of ocean. ". The description of the Starboard Side is "You scan the horizon and catch a glimpse of something in the fog-could it be land?". The Starboard side is a room. It is west of the deck. The floor is a supporter. The floor is in the deck. The rope is a thing. On the floor is the rope. The barrel is a container. On the floor is the barrel. The suitcase is a container. On the floor is the suitcase. The clothes are a thing. In the suitcase are the clothes. The letter is a thing. In the suitcase is the letter. The door is openable. Instead of taking letter, Say "The letter is wrinkled and folded. Many of the words have been blurred out from wear and water damage. The letter reads: Deare ....arling, I can't wait to see you. I hope you h..e a safe passage over. En.... seems so far away now ! Canada i.... ull of adventure an ...xcitement. I love you ... ot wait un.il your ar....l so we can be married. Yours tru.... There is also an address included indicating where to send word upon arrival". Every turn when the player can see John: say "John [one of] is staring off into space. [or] ignores you. [or] hums under his breath. [or] mumbles about quitting his job as Samuel Cunard's assistant. [or] whistles quietly.[or]is looking at his watch.[or] comments to you on the weather.[or] flips through his tattered old Bible. [as decreasingly likely outcomes]" . Instead of taking clothes, Say "The clothes are dull, shapeless, and worn. Most of them are hand-me-downs from your cousins. But they remind you of home. You carefully fold them and place them back in your suitcase.". Arrival is a scene. "The ship begins to dock at the shore. You have reached the town of Halifax. You are so excited to see your betrothed you want to dive off the ship and swim to shore. But you collect yourself and decide it would be best to leave by the door." Arrival begins when the player is in the Starboard side for the first time. The large door is a door. The large door is south of the Starboard Side. Through the large door is the Dock. Halifax is a region. The Dock is in Halifax. Instead of asking Matthew White about "work", say "Sorry. Nothing for you here.". The description of the dock is "You look around and see hundreds of barrels of fish, a colorful swarm of merchants and fishermen, and a vast collection of sea related articles for sale. You pause and wonder where your fiancé is. Then you remember- you were supposed to send a message as soon as you arrived in Halifax.". Every turn when the player can see Someone Who Looks Helpful : say "[one of] Someone cuts past you. [or] A fish merchant tries to barter with you. [or] Someone in a large purple hat waves at you. [or] Someone wearing a sign saying 'Greeting Committee Representative' is standing nearby. [or] Maybe you should speak to the someone in the purple hat and bright green dress.[as decreasingly likely outcomes]". Understand "stranger" as "[someone who looks helpful]". Someone who looks helpful is a female person. Someone who looks helpful is wearing a big purple hat and bright green dress. Someone who looks helpful is in the dock. Description of someone who looks helpful is "She looks like she is trying to get your attention. Perhaps she was sent to greet you. You wonder if you should ask her about your betrothed." The city is a door. The city is north of the dock and south of the Street 1. Street 1 is in Halifax. Instead of smelling the dock, say "The thick stench of rotting fish and salt spray pounds upon your olfactory system with the delicacy of a sudden slap in the face.". Instead of listening to the dock, say "The loud screeching and cawing of whining hungry seagulls pierces your ears. The buzz of the fish market is dizzying and confusing." . Understand "fiance" or "marriage" or "finding betrothed" or "help" or "betrothed" as "[betrothed]". Instead of asking Someone who looks helpful about "[betrothed]", say "'Well you will want the Nova Scotia Electric Telegraph Company my friend! Just put in a new line about two years ago. Where is your sweetheart living about?’ The eccentrically dressed lady inquires. Then you remember that the information you need is in the letter. Which would be in your suitcase. Which you happened to leave on the ship. Well, I guess that's the end of that. You will have to ask this stranger about getting work in the city.". Instead of asking Someone who looks helpful about "work ", say "The stranger informs you that both the Newspaper office and the Shipping merchants are hiring at the moment. You will have to head to the city center and find them.". The Butcher's Shop is a room. The Butcher's Door is a door. The Butcher's door is east of Street 1 and west of the Butcher's Shop. The Display is a transparent container. The beef is an edible thing. The few pounds of beef is in the Display. The few pounds of chicken is an edible thing. The chicken is in the Display. The pork is an edible thing. The few pounds of pork is in the Display. The sausage is an edible thing. The pound of sausage is in the Display. The bacon is an edible thing. The few pounds of bacon is in the Display. The rabbit is an edible thing. The pound of rabbit is in the Display. The duck is an edible thing. The few pounds of duck is in the Display. The display is in the butcher's shop. Henry Grey is a male person. Henry Grey is in the butcher's shop. Henry Grey is wearing the stained apron. The stained apron is a thing. The description of the Butcher's Shop is "The Shop is organized and tidy, rather pleasant to be in." Gifts is a scene. Gifts begins when the player is in the butcher's shop for the first time. "You notice the well-dressed owner standing in the doorway to the back room. He introduces himself, and you return the greeting. You ask if he is interested in hiring you and he shakes his head. He hands you a few pounds of sausage and tells you not to come back without any money to spend. He sends you on your way." When Gifts begins, move the player to the Street 1. When Gifts begins, move the sausage to the player. Gifts ends when the player holds the sausage. The description of Street 1 is "A busy street in Halifax. Horses and buggies push past along the street, and dozens of busy people hurry about their business. You find it hard to breathe amongst the chaos and the mass of bodies. The amount of noise is overwhelming, not to mention the smell. ". Instead of smelling Street 1, say "Ugggh. Rotting horse droppings and food scraps, old fish and dead rats. Yuch!". Back Room is a room. Back Room is east of News Office. The Carpenter's Shop is a room. The Carpenter's Door is a door. The Carpenter's Door is west of Street 1 and east of the Carpenter's Shop. The stack of wood is a thing. The stack of wood is in the Carpenter's Shop. The description of the stack of wood is "A very dull stack of wood. Honestly, why would you want to examine a stack of wood? It's just wood. In a stack.".The Table is a supporter. The Table is in the Carpenter's shop. The description of the carpenter's shop is "The shop is filled with sawdust and wooden constructions. Tables, chairs, intricate carvings, spoons, and all kinds of carpentry are stacked neatly in the corner. You see a tall young man in the process of constructing a chair. ". Matthew White is a male person. Matthew White is in the Carpenter's shop. Instead of listening to street 1, say "The city is full of sound! People talking, carriages clattering by, horse hooves clip-clopping along the ground. You pick out someone mentioning a Church social and another conversation having to do with wool socks, and in the back ground someone seems to be singing very loudly.". The Blue Gate is a door. The Blue Gate is north of Street 1 and south of Street 2. Street 2 is a room. The description of Street 2 is "A mixture of merchants, children, fathers, mothers, rich men, poor men, businessmen, beggars, and all the others are flying by you. What a lot of people! The street is lined with shops, but a few stand out to you. ". The Shipowners Office is a room. The Shipowners Door is a door. The Shipowners Door is east of Street 2 and west of the Shipowners Office. The Small Desk is a supporter in the Shipowners office. The description of the small desk is "You see a small, humble wooden desk in the corner. It appears to be out of use. ". The Large Desk is a supporter in the Shipowners office. The description of the large desk is "You see a large, grand desk in the center of the room. It is neat and tidy. The nameplate on it reads: Samuel Cunard, Owner and Founder". The sign is a thing. The sign is in the Shipowners Office. It is fixed in place. "A sign on the door reads: 'British and North American Royal Mail Steam-Packet Company, owned by Samuel Cunard.'". The article is a thing. The article is in the Shipowners Office. "'Cunard's ship Asia wins Blue Riband with an average speed of 12.25 knots. Cunard breaks record for the 5th time. ' This cut out from an article is posted on a board on the wall." Samuel Cunard is a male person in the Shipowners Office. "A well dressed, middle aged man sits behind a desk. You see from his clothes that he is a wealthy man, probably the owner of this business. His well-kept appearance indicates that he is a man of distinction and a respected businessman in this city. His name is Samuel Cunard. " . Hired is a scene. "As you enter the office, a man sitting behind the large desk in the room looks up. 'What is it you want; I am a very busy man.' He absentmindedly asks, focusing on his work. 'I am here about a job sir.' You state carefully. 'Aha. Have you an education?' He asks, putting down his pen. 'Yes sir. I do. Yes.' You feel nervous, apprehensive. You become conscious of your shabby appearance and poorly fitting clothes. 'I am Samuel Cunard. I am in need of an assistant. The position pays well and includes a variety of responsibilities. Do you have any experience in this field?' 'No. I don't. Have any experience that is. Sir.' 'Yes. Well, let's try a trial. Go to the bakery. Get me something for lunch. The owner will be away at this time of day. Take the baking mix, put it in the oven, bake it. Put this note on the counter.' The stranger quickly jots down a note and hands it to you. 'Then bring me the food. But do not, I repeat, do not, take any of the goods off the counter. If you do, it will be stealing. I am allowed to use Mr. Gordon's oven and materials by verbal agreement. Return quickly with my lunch. And don't come back here without it. ' You make a mental note of all his commands. ". The note is a thing. The note is in The Place. "Dear Mr. Gordon, I have sent my assistant to bake my lunch. Put it on my bill. Signed, Cunard." Hired begins when player is in the Shipowners office for the first time. When Hired begins, move the note to player. When Hired begins, if the baked goods are in the place, move player to Street 2. Hired ends when player is in the Shipowners office. Instead of giving the baked goods to Samuel Cunard, move the baked goods to Samuel Cunard. When Hired begins, if baked goods are in the Shipowners Office, say "You remember the Baked Goods you hold. All you have to do is give them to Mr. Cunard.". When Hired begins, If Baked Goods are in the place, say "You call over your shoulder, 'I will be back in a few minutes!', after leaving the shop.". Assist is a scene. Assist begins when Samuel Cunard hold the Baked Goods. "Pleased with your service, Mr. Samuel Cunard, owner of an affluent shipping service, hires you as his assistant. You rise in wealth and power, soon becoming one of Mr. Cunard's executive employees. But you are lonely. One day, when you are thirty years old, you remember your betrothed. Pulling in all your connections, you begin to search for her. You finally find word of her. She is living, still unmarried, in St Johns, New Brunswick. You are faced with a decision. Will you pursue your love, and leave behind your job, status, and position in Halifax? Or will you remain where you are and grow in power and prestige? One day, you might even own this company. You pack your bags and head for the train station. If you take the train, you will be saying goodbye to wealth. If you turn back, you will be saying goodbye to love." The Station is a room. The Green Train is a vehicle. The Green Train is in the Station. The Green Train is pushable between rooms. When Assist begins, move the player to the Station. Train Stop is a scene. Train stop begins when player is in the Station. "The Train pulls up to the Station. Will you get on? A conductor cries 'All Aboard!', and people begin to scramble in. You follow the crowd to the tracks. This is it. The train is about to leave. Should you get on board, or should you leave by the stairs?â€. The City Stairs is a door. The City Stairs is east of the Station. The Ballroom is through the City Stairs. The Ballroom is a room. Train stop ends when time since Train Stop began is 1 minute. The description of the ballroom is "A large, spacious ballroom filled with the wealthiest residents of Halifax. Music resonates from the corner and the murmur of chatting fills the hall. The ornate decor is fine and the very most fashionable, the delicate wallpaper, the high ceiling; the entire room just speaks 'expensive'. ". Dance is a scene. Dance begins when the player is in the ballroom. "That night, you meet someone. Over the next two years, you develop a relationship and are married. You continue rising in status at Cunard's shipping line. You become one of the wealthiest and most influential merchants in Halifax. But with gaining wealth and power, you lose honesty and character. You become corrupted and obsessed with wealth. You turn your back on your faith and everything that honors God. Throughout your miserable life, you come to the belief that money = happiness. Sadly, the more money you have, the more money you want, the less happiness you find. However, you find one more way to build your wealth- you support Confederation, but more specifically, you support the building of the railroad. This will provide even one more opportunity for you to accumulate money. You have become the sad poster child of 1 Timothy 6:10 'For the love of money is the root of all evil: which while some coveted after, they have erred from the faith, and pierced themselves through with many sorrows. ‘But nonetheless, on July 1st, 1867, the British North American Provinces of Canada, New Brunswick, and Nova Scotia are joined together to create the Dominion of Canada." When Dance begins, end the story saying "How sad it is what you have become. Perhaps you should begin again. Placing your hope and identity in the wealth of this world will leave you only in grief and discontent.". Travel is a scene. Travel begins when the player is in the Green Train. "After you get onto the train, you have the sudden sinking feeling that something has gone wrong. When you glance at your ticket, you realize that you are on the wrong train. As the conductor passes through the room, you shrink back and attempt to hide behind the nearest shoe salesman. However, he spots you and looks at your ticket. You are dropped off at the next stop. Your train should come by very soon. For a second, you wonder if you should sneak back onto the first train..." When Travel begins, move player to The Next Stop. When travel begins, move the Green Train to the Next Stop. The Next Stop is a room. The Red Train is a vehicle in the Next Stop. Ride is a scene. Ride begins when the player is in the red train. "Wow, this is so exciting! You are glad you came. But so nervous! It has been so long. You hope everything goes smoothly. During the journey, a Bible verse gives you comfort. Deuteronomy 31:6 'Be strong and courageous. Don’t tremble! Don’t be afraid of them! The Lord your God is the one who is going with you. He won’t abandon you or leave you.'" When ride begins, move the suitcase to the dock. Ride ends when the location of the suitcase is the dock. The description of The Next Stop is "A quaint little country Train Stop, with three or four people waiting for the next train. You see both the Green Train you first got on and the Red Train you should get on now. But... well let's face it, you are scared. It has been years since you have seen your fiancé, what if they.... well, you just do not know. But you have to get onto one of these trains. ". Boom begins when the player is in the green train in the next stop. Boom is a scene. "You feel like a coward but ignore your guilty conscience. This train will take you far away from your fiancé. You stare out the window at the passing scenery. Trees, trees, and more trees. When suddenly, you hear a scream- 'BOOOOOOOOOOOOOOOOOM!!!!!!' An explosion rings out. 'WRRREEEEEEEEEEEEEEEOOOOOONNNNNKLIIIIIIIEEEEEEEEEEEEEEEEEE!' The world goes silent. You are killed tragically in a train wreck. Sorry." When Boom begins, end the story saying "What a pity. Maybe you should play again. ". Understand "Mr Cunard" as Samuel Cunard. Prompt is a scene. Prompt begins when the player is in the Shipowners office for the second time. "All you have to do is give the baked goods to Mr. Cunard.". Prompt2 is a scene. Prompt2 begins when the player is in the Shipowners office for the third time. " He is getting impatient! Look, all you have to do is give the baked goods to Mr. Cunard.". Prompt3 is a scene. Prompt3 begins when the player is in the Shipowners office for the fourth time. " Are you deaf? Look, all you have to do is give the baked goods to Mr. Cunard. So hurry up, before you lose the chance! What is wrong with you?". Prompt4 is a scene. Prompt4 begins when the player is in the Shipowners office for the fifth time. "That is it. You have lost your chance. You will not be able to work for Mr. Cunard. You go on to the Newspaper Office." .When Prompt4 begins, move the player to News Office. The Red Gate is a door. The Red Gate is north of Street 2 and south of Street 3. The Newspaper Door is a Door. The News Office is a room. The Newspaper Door is east of Street 3 and west of the News Office. The stack of papers is a thing in the News Office. The description of the stack of papers is "A pile of unsorted past editions of the Novascotian sits in the corner gathering dust." The Grand desk is a supporter. The Grand desk is in the news office. The description of the Grand desk is "A finely crafted, ornately adorned, polished wooden desk lies at the front of the room. A name plated labeled 'Mr. Howe' faces you. A disorderly array of writing utensils, scribbled notes, and hastily drawn sketches, jotted down names and addresses, and blank sheets of writing paper litters the desk." Joseph Howe is a male person. Joseph Howe is in the News Office. The description of Joseph Howe is "A fierce looking man approaching his early 50's. He looks like an interesting person to know." Job Offer is a scene. Job Offer begins when the player is in the News Office for the first time. "Inside the Office, you see a man who looks like he might be in charge. He sits at his desk, scribbling away amidst the mess and mumbling something under his breath. He seems to be quite busy with his writing, but when a gust of wind slams the door shut, he looks up at you. 'Hello! What have we here? If you are here for the paper, she won't be out until the morning, same as always. That is the trouble with people these days! They have not any patience.' The strange writer cracks a smile. 'Actually, I came here about a job', you tell him. 'A job? Well now, why didn't you say so before?' Your new acquaintance leaps out of his chair and walks over to you. After peering at your face for a moment, he stops as if having made a decision. 'You are hired', he says, and walks back to his chair. 'What?', you question, shocked. 'Aren't you going to ask me about my experience? Don't you need to know more about me to-'. 'Look friend, the first thing you need to learn about holding a job is never back talking your employer. Especially before you have even started working! Now, if you do not want the job, you are free to walk back out that door. But I have a paper to publish, and not enough time or help to do it. So if you want the job, I suggest you go into the back room and let the printer show you what's to be done.' Smiling, Mr Howe shows you the back room with a wave of his hand. You nod and begin your journey as a printer." When Job Offer begins: move player to Back Room. Editor is a male person in Back Room. Job Offer ends when player is in Back Room. Back Room is a room. The cat is an animal in the back room. The description of the cat is "A terrifying ball of pure evil and black fur, this cat used to be a stray but was for some reason adopted by the workers, or maybe the other way around. But anyway, this self-absorbed animal likes things her way. Or else." Instead of touching the cat, say "OwwwwwwwwwwwieHA! Get off my head! Not the face, not the face! BAD KITTY!". Instead of smelling the cat, say "I wouldn't do that if I were you!" Instead of listening to the cat, say "Don't put your ears so close to her....". The Printing Press is a device. The Printing Press is in the Back Room. The Printing Press is switched on. Instead of asking Editor about "[assignment]" : say "[if printing press is switched on]You cannot hear him over the racket of the printing press. [otherwise]Yes... well, about that. I want to give you a chance to prove yourself to me. You have been working here for a while now, and... Well, it is time for you to move forward with your career. I will be assigning you an important article. I need you to get an interview with the Mayor. Can you do that? Good. So, go to City Hall, ask to see Mr. Samuel Caldwell. Ask him a few questions about the visit from the Prince of Wales. Entertain our readers. All right? Good. Now, go." Every turn when the player is in the Back Room : if the printing press is switched on, say "You hear [one of] a loud clanging and clattering from the noise of the printing press. [or] a strange and disrupting squishing noise coming from the press. [or] a strange lack of disrupting noises emanating from the printing press. [or] the familiar clatter of the printing press. [or] so much noise! So much noise! [or] a CRASH! BOOM! RATTER RATTER RATTER WOOSH! Coming from the printing press. [ as decreasingly likely outcomes]". The description of the Back Room is “It has been almost a decade since you came to Canada and began working on the Novascotian. You are now working as a writer for the Novascotian. Mr. Joseph Howe, who first hired you, has gone on to a powerful political career. You enter the back room of the Newspaper office, a large room containing a wide variety of printing equipment. The room is filled with workers, all helping to put out today's issue of the Novascotian. Your editor is working in the corner. You should ask him about your next assignment." Understand "your next assignment" or "next assignment" or "your assignment" or "assignment" as "[assignment]". The Back Door is a door in the Back Room. The Back door is east of the Back Room and west of the Downtown. Downtown is a room. City Hall is a room. City Hall Door is south of Downtown and north of City Hall. City Hall Door is a door. The description of City Hall is "A flurry of activity is being conducted inside the Halifax City Hall. A receptionist sits at the front desk. She greets you and tells you to wait a minute while she gets Samuel Caldwell, the mayor of Halifax. You recognize her; she recently arrived from the United States with her family. A minute passes. And another minute. And another one. Fifteen minutes later, you wonder if they forgot about you. Maybe you should sit down and wait. Or you could march into the Mayor's office and demand he speak to you.". The front desk is a supporter in City Hall. "A small receptionist's desk sits in the front room.It is plain and ordinary, but neat and well kept.".The end table is a supporter in City Hall. The Mayor's Office is a room. The Ornate Wooden Door is a door. The Ornate Wooden Door is east of city hall and west of the Mayor's Office. The Ornate Wooden Desk is a supporter. The Ornate Wooden Desk is in the Mayor's Office. Samuel Caldwell is a male person in the Mayor's Office. Surprise begins when the player is in the Mayor's Office. Surprise is a scene. “‘Who in the name of my Great Aunt Jemima are YOU?!', the Mayor cries out. 'My apologies sir, for barging in. I am from the Novascotian, and-'. The mayor cuts you off, exclaiming, 'That troublesome newspaper? Why would I want to speak to them! I have more important things to do!' Mr. Caldwell sits down and begins flipping through papers as if you are not even there. 'Mr. Caldwell. I am here to write an article about the Prince of Wales visiting our fair city. So if you didn't want anyone to know about Halifax's ROYAL guest, our DISTINGUISHED visitor, Prince Albert Edward, then I will most certainly leave straight away', you say. 'Well... maybe I can answer a few questions. '. After conducting your interview, you draft a first copy of your article, rush back to the Novascotian’s back room, and show your editor. 'Very well done. I expect the finished copy tomorrow morning and it will be in the next issue. Congratulations friend. You are in for a promotion!' , your editor exclaims, pleased. Proud of your accomplishment, you stay up all night finishing the article. You realize that this single article will change your entire career. You are reminded of a verse in the Bible, Jeremiah 6:16. ' Thus saith the Lord, Stand ye in the ways, and see, and ask for the old paths, where is the good way, and walk therein, and ye shall find rest for your souls. But they said, We will not walk therein.' You have come to a crossroads. You realize that this promotion will impact your spiritual life greatly. You will be tempted towards pride and greed. You must remain strong and keep your focus on God. Over the years, you become a distinguished journalist and later author when you begin publishing your first works. You are well known for your strong opinions and well-constructed arguments, and have written about topics no others would take up. ". Ending is a scene. Ending begins when surprise begins. " One day, you are given a particularly interesting assignment. The topic is Confederation. You approach your mentor, Joseph Howe, on the subject. He is a leader working against Confederation in Nova Scotia. He outlines to you the negative sides of Confederation: the loss of free trade with America, the loss of Nova Scotian identity, and the absorption into a larger body with no good wishes for the people of Nova Scotia, all things that are seen to come if Confederation passes into being. You are in agreement with Mr Howe, being wary of the promises that Confederation makes, promises that sound too good to be true. You know that in Ephesians 3:21 it is said that 'Glory belongs to God in the church and in Christ Jesus for all time and eternity! Amen.' Our glory will not come from Confederation or anything earthly. Glory belongs to God and should be given to Him. Your resulting article fuels Howe's anti-Confederation movement and you too become a leader in this area. You rally Nova Scotia against Confederation and the movement grows larger and larger. Not only Anti-Confederates, but proponents of the Confederation movement themselves begin to agree with you. Even their leader, Charles Tupper, finds it hard to argue against you. But Nova Scotia is nonetheless pulled into Confederation. On July 1st, 1867, the British North American Provinces of Canada, Nova Scotia, and New Brunswick are joined together to create the Dominion of Canada. But later that year, you convince Joseph Howe to advocate secession from Canada and join forces towards the cause. Within half a decade, Nova Scotia secedes from Canada.". When Ending begins, end the story saying "Well that turned out interesting. I wonder how history will play out. The Nova Scotian identity has changed completely because of you. But culture has placed so much power in the promises of the state that Nova Scotia is certain to not remain stagnant forever. Why don't you play again, and see what happens when you make different choices in your life?" The Chair is a supporter in City Hall. The description of the chair is "A softly cushioned, comfortable chair designed for guests such as you too rest in and wait. Get onto the chair. It looks so comfy.". The chair is enterable. Sleep is a scene. Sleep begins when the player is on the chair. "An hour later, you awaken with a jolt. Look at the time! It appears as though the City Hall is closing for the day. You check with the receptionist, but the mayor has already gone home. You wearily return to the newspaper office. Your editor is not going to be pleased. But it was all the receptionist's fault! She was supposed to get you. Americans. They cannot be trusted, you think. Once you get back to the Back Room, you approach your editor. 'Mr Editor sir...' You muster the courage to speak... 'Ah! You came back. Did you have a good interview? Is the article ready? I want it for tomorrow morning. Is something wrong? You seem to have turned a rather morbid shade of green.' 'Well, Sir, the thing is....' You pause. The world seems to be holding its breath. 'Speak up. I haven't all day now.' 'Ifellasleepanddidn'tgetthearticlebutI'mreallysorrysopleasedon'tfireme!' He turns his back on you. He thinks for a second. 'I am sorry. But this was your last chance. ' Demoted to the rank of janitor, you wearily start all over again at the Novascotian. But not without a great humbling. Not to mention pay cut. One day, depressed by your work and lack of prospects, your loneliness without a family, and your dismal future, you take a long walk. You find you have wandered into a church, and, almost without thinking, pick up a Bible." Ends is a scene. Ends begins when sleep begins. "'God, what is this for? Why did I ever come to Canada? Why do these things have to happen to me?' You think. You toss the Bible onto the floor. Its pages flip open and your eyes land on Jeremiah 29:11 'For I know the plans I have for you', Declares the LORD. 'Plans to keep you and not to harm you, plans to give you a hope and a future.' Renewed by your faith, you return to work with a spring in your step. Your comfortable job at the Newspaper promised you security and prosperity. But God can promise you so much more. But while you grow closer to God, you deny Him by secretly harboring prejudice against Americans. Contrary to your act, Jesus in John 13:34-35 says 'I’m giving you a new commandment: Love each other in the same way that I have loved you. Everyone will know that you are my disciples because of your love for each other.' But who will know that you are the Lord's disciple when you show such hatred? You work your hardest and your best at the Novascotian, and soon find yourself back on track as a journalist. One day, you are approached with writing an article on the issue of Confederation. This is currently a very hot topic, as some are very for it, and some very against. You are for it-- you believe that Nova Scotia will benefit from the support of a larger and more powerful body, from the protection from the Americans down below who believe that it is their 'Manifest Destiny' to control the entire continent of North America. Oh,those Americans. Your silly personal prejudice influences your actions. But you research the topic as thoroughly as you research every topic you write about, and produce a well written, exceedingly brilliant, and cunningly convincing article for Confederation. Many of your readers are persuaded that Nova Scotia will benefit from Confederation. And on July 1st, 1867, the British North American Provinces of Canada, New Brunswick, and Nova Scotia are joined together to create the Dominion of Canada. ". When ends begins, end the story saying "Well that was interesting. I wonder how this will play out. It is amazing to see how our identity affects everyone and everything around us. True, maybe that article you wrote did not have that much of an impact. But maybe it did. And what if you had not been so prejudiced against America because of one little slip up? What if you had followed God's commands, instead of letting yourself sin against Him? Why don't you play again and see what happens when you make different choices in your life." The Bakery is a room. The Bakery Door is a door. The Bakery Door is west of Street 2 and east of the Bakery. The Baking Stove is a device in the Bakery. The Baking Stove is fixed in place and switched on. "You see that the stove has an oven that is piping hot and ready to be used." The description of the Bakery is "A cozy little Bakery. It appears that the owner is away however. There is a note on the counter saying 'Back in 5 minutes.'. You see a large sign posted on the front desk. 'PLEASE FEEL FREE TO USE MY OVEN. SIMPLY PUT THE BAKING MIX IN THE OVEN.'". Instead of smelling the Bakery, if Baking Stove is switched on, say "The heat from the oven is intense, but the delicious smell of baking fills the air.". The Oven is a container. The oven is a part of the baking stove. Baking mix is a thing. Baking mix is in the Bakery. Baking Time is a scene. Baking Time begins when Baking Mix is in the Oven. "You pull out of the oven a delicious [one of] cake. [or] loaf of bread. [or] cherry pie. [or] tray of muffins. [or] tray of soft rolls .[as decreasingly likely outcomes] You now hold the baked goods. ". When Baking time begins, move the Baking Mix to the Place. When Baking time begins, move the Baked Goods to the player. Baking time ends when Baked Goods are in the player. The Place is a room. The Baked Goods is a thing. The Baked Goods is edible. The Baked Goods is in the Place. After eating the baked goods, say "Such deliciousness! But maybe you should have saved it...." The counter is a supporter. The counter is in the Bakery. The Chocolate Cake is a thing. The Chocolate Cake is edible. The Chocolate Cake is on the counter. The Lemon Cake is a thing. The Lemon Cake is edible. The Lemon Cake is on the counter. The Loaf of Bread is a thing. The Loaf of Bread is edible. The Loaf of Bread is on the counter. The Tray of Rolls is a thing. The Tray of Rolls is edible. The Tray of Rolls is on the counter. Arrest is a scene. Arrest begins when the player holds the Chocolate Cake. "As you take the mouth-watering cake, the door opens and a large man in a white apron rushes towards you. Yelling repeatedly at you, he drags you to the jailhouse and leaves you with the police. You spend the night in jail. You are deeply ashamed of your actions. However, as you are leaving that morning, you notice an old faded suitcase in the corner. Someone had taken it off the ship! After identifying it, you leave to find your love. You open your suitcase and read the letter again. Finding your beloved's location, you quickly head to the nearest train station and arrive in New Brunswick a while later. ". When Arrest begins, move suitcase to the dock. Arrest ends when Wedding begins. Arrest 2 is a scene. Arrest 2 begins when the player holds the Lemon Cake. "As you take the mouth-watering cake, the door opens and a large man in a white apron rushes towards you. Yelling repeatedly at you, he drags you to the jailhouse and leaves you with the police. You spend the night in jail. However, as you are leaving that morning, you notice an old faded suitcase in the corner. Someone had taken it off the ship! After identifying it, you leave to find your love. You open your suitcase and read the letter again. Finding your beloved's location, you quickly head to the nearest train station and arrive in New Brunswick a while later. ". When Arrest 2 begins, move suitcase to the dock. Arrest 2 ends when Wedding begins. Arrest 3 is a scene. Arrest 3 begins when the player holds the Loaf of Bread. "As you take the mouth-watering loaf of bread, the door opens and a large man in a white apron rushes towards you. Yelling repeatedly at you, he drags you to the jailhouse and leaves you with the police. You spend the night in jail. However, as you are leaving that morning, you notice an old faded suitcase in the corner. Someone had taken it off the ship! After identifying it, you leave to find your love. You open your suitcase and read the letter again. Finding your beloved's location, you quickly head to the nearest train station and arrive in New Brunswick a while later. " .When Arrest 3 begins, move suitcase to the dock. Arrest 3 ends when Wedding begins. Arrest 4 is a scene. Arrest 4 begins when the player holds the Tray of Rolls.â€As you take the mouth-watering tray of rolls, the door opens and a large man in a white apron rushes towards you. Yelling repeatedly at you, he drags you to the jailhouse and leaves you with the police. You spend the night in jail. However, as you are leaving that morning, you notice an old faded suitcase in the corner. Someone had taken it off the ship! After identifying it, you leave to find your love. You open your suitcase and read the letter again. Finding your beloved's location, you quickly head to the nearest train station and arrive in New Brunswick a while later. ". When Arrest 4 begins, move suitcase to the dock. Arrest 4 ends when Wedding begins. Instead of going to Farm House by horse: say "That is probably not such a good idea. Horses and houses don't get along very well.". Wedding is a scene. Wedding begins when the location of the suitcase is the dock. "You meet up with your betrothed and are married in a small church in St Andrews, New Brunswick. After the wedding, you and your wife move to the small community of St Andrews. You begin farming and make a life for yourself. Soon you have your first child, a boy. Over the years, three more children are born. ". When wedding begins: move player to St Andrews. Wedding ends when player is in St Andrews. Include Rideable Vehicles by Graham Nelson. St Andrews is a room. "To the west of you is the Town Square. To the East is the General Store. To the North is Your Farm, and to the South is The Church. ".The Town Square is a room. "A small square in the middle of town with a tree in the center. This area serves as a meeting hall, picnic area, theater, city hall, open air market, and just about everything else. As long as it isn't raining. St. Andrews is east of you." .The town square is west of St Andrews. The General Store is a room. "A small shop crammed from top to bottom with every kind of anything imaginable. Prices are good and quality is even better. If you ever find what you are looking for, that is. St. Andrews is west of you." It is east of St Andrews. Your Farm is a room. "Your very own, very lovely little farm was given to you by your father in law. Just enough acres to make a living and no more, this plain little plod of dirt has quickly become very important to you. Not only is it your livelihood, but it is also your home. North of you is your own little farm house. South is St. Andrews. “.It is north of St Andrews. The Church is a room. "A nice little room built by the citizens of St. Andrews, this church lacks everything but the bare necessities: walls, a roof, pews, a Bible, love, and a whole lot of faith. St. Andrews is north of you. ".It is south of St Andrews. The plow is a thing. The plow is in your farm. The Horse is a rideable animal. The horse is in your farm. The Ox is an animal. The ox is in your farm. The hen is an animal. The Hen House is a container. The Hen house is in your farm. The hen is in the hen house. The Farm House is a room. "A good sized home you built for your family with your own two hands. It is sturdy and keeps out the rain. You are proud of your house. It is a very nice home. Your children are playing in front of the fire. The baby is safe in her bed, softly sleeping. You have such a beautiful family. ". It is north of Your Farm. Instead of going to General Store by horse: say "Miss Miller, the owner, pulls you out and demands that you never enter her establishment again. Who would do such a thing, bringing a horse into her store! She storms off in a huff. Meanwhile, a crowd has gathered to see what is going on. You push past the three neighbours (in St. Andrews, 2 is company, but 3 is definitely a crowd) that have assembled and go about your business.". Instead of going to Church by horse: say "Do not even think of such a thing! Taking a horse into a Church? No no no. ". The Pastor is a male person. He is in the church. Greeting is a scene. Greeting begins when the player is in the Church. "The Pastor greets you with a smile. 'Are you here for our weekly Bible study?', he asks as he shakes your hand. 'No, I just was checking around town.' You admit. 'Well that is good, because it doesn't begin for two hours.' He smiles. 'Oh.' You say. 'Why don't you come back then?' He suggests. You agree to return later. First you have to go to the General Store and pick up a few things.". When greeting begins, move player to general store. Greeting ends when player is in general store. Purchase is a scene. Purchase begins when Greeting ends. "As you enter the General Store, after picking up your goods, you are introduced to a man who is passing through town. His name is Thomas D'Arcy McGee. He is in St. Andrews during a trip through the Maritimes giving lectures. He is a great proponent of Confederation for both New Brunswick and Nova Scotia. He presents Confederation to you as something that will better trade and bring prosperity, proposing the idea of a railway connecting the Maritimes to Canada. He claims that Confederation will provide security to you, keeping you safe from invasion. Confederation will protect your family, bring you prosperity, and give your children an identity of their own. They will be Canadians! Oh, look at the time! You should get back to the Church.". When purchase begins, move player to church. Purchase ends when player is in church. Study is a scene. Study begins when Purchase ends. "'Welcome back!' The Pastor greets you at the door. Inside the Church a group of couples is congregating. You greet him back and take a seat. That night, the discussion revolves around the topic of Confederation. 'We tend to cling to the promises presented to us. We want to hope for an easier, better future. But we all know that our hope is in Christ. And our future is not in this world, but heaven. Be careful about this. Power and corruption go hand in hand, and that will be no different in this case than it has in all history. Consider this: the way of Cain is for man to build up his own glory and seek power for himself. But the way of the Lord is to seek the good of all. Remember Colossians 1:27, 'To whom God would make known what is the riches of the glory of this mystery among the Gentiles; which is Christ in you, the hope of glory.' Our glory is in Christ, not in great empires or wealth. Warned to caution, you return to your farm. And on July 1st, 1867, the British North American Provinces of Canada, New Brunswick, and Nova Scotia are joined together to create the Dominion of Canada. ". When Study begins, end the story saying "You are cautious about Confederation, and accept the good along with the bad. Instead of expecting the impossible, you are content with what God has given you. Congratulations on a happy and content life.". When study begins, move player to your farm. The description of the plow is "It's... it's... well, it's a plow I guess. Kind of an ordinary, everyday plow. You know.".