Cloakroom Noir

exploratory cloak of darkness

Exploratory Story

An exploratory story is acted out by a narrator and player (or players taking turns). The narrator might be a person or a program. If the narrator is a person, begin by reading the situation. The player then states actions, one at a time.

  • Go south.
  • Examine the desk.
  • Take the tuna sandwich.
  • Use the silver key on the cellar door.

After each action, the narrator tells the outcome, improvising detail. The walkthrough is one set of actions that resolve the situation. Other solutions may be possible.

Suggestions for the player
  • Explore the scene to find a sequence of actions that resolve the situation.
  • Some elements may be useless. Others may have to be used together.
  • Keep it practical, even if unusual, such as a rock on a rope for an anchor.
  • Take what you find. Never know when it might come in handy..
  • Characters are part of the story. Chat with them. They may give hints.
Suggestions for the narrator
  • Before you start, read through the script.
  • You might want to make a map or put the names of elements on index cards.
  • Regardless of the genre (drama, horror, fantasy), humour is likely to ensue.
  • Embellish and improvise. Add details to characters or objects for interest.
  • Keep the player interacting with story elements, not talking directly with you.

If the narrator is a program, links expand the narrative. They give consequences of a choice, add descriptive detail, or present new options. The program also keeps track of the status of story elements, such as inventory or places visited. For example, if you put on shoes in the morning and find a loose nail in the afternoon, then you can pound the nail with a shoe.

Cloakroom Noir

Cloakroom Noir is one way Roger Firth’s short adventure “Cloak of Darkness” might look as an exploratory story.

Situation

You are in the FOYER of the office building. Everyone has gone home. Everyone but you.

Now what? That’s a puzzle
of the procedural kind.

The answer is actions
to perform in the mind.

Knowing how to do something
is what counts, I’d advise.

Like makeshift solutions:
be practical, improvise.

Use resources on hand,
combine them if needed.

Explore and examine,
make a plan and proceed.

Elements
  • Anything attached can not be taken (added to inventory).
  • Anything locked cannot be opened without a key.
  1. BLACKBOARD is chalky, has messages (“after hours let yourself out” and “wash me”), goes in the CLOAKROOM.
  2. BRASS KEY is heavy, has “main” on its side, starts in a CLOAK pocket.
  3. CLOAK is damp and made of velvet, has a BRASS KEY in a pocket, starts on the COAT HOOK.
  4. CLOAKROOM is musty and dim, has a BLACKBOARD and COAT HOOK, goes east to FOYER (any other direction, stumble in the dark).
  5. COAT HOOK is brass and attached to the wall, has a CLOAK on it, attached to a CLOAKROOM wall.
  6. DESK is unoccupied, has a DRAWER and TELEPHONE, is attached to the FOYER.
  7. DRAWER is unlocked, has an STEEL KEY, attached the DESK.
  8. FOYER is the building entrance and vacant at this time, has a DESK and STREET DOOR, goes south the the OFFICE EXTERIOR and west to the CLOAKROOM.
  9. OFFICE EXTERIOR is closed, has a secure lock, goes north to the FOYER and east to the CLOAKROOM (if have STEEL, enter to the OFFICE INTERIOR).
  10. OFFICE INTERIOR is pitch black, has assorted generic furniture, goes back to the OFFICE EXTERIOR (if any other direction, stumble over furniture).
  11. STEEL KEY is small, has “office” on its side, starts in the DRAWER.
  12. STREET DOOR is facing out onto the way home, has a secure lock (if have Brass Key, exit to win).
  13. TELEPHONE is disconnected has messages (“after hours let yourself out” “no outside line after hours”), is attached to the DESK.
    Story Matrix
    is … has … goes …
    Blackboard chalky message: let yourself out in Cloakroom
    Brass Key heavy ‘main’ on it in Cloak pocket
    Cloak damp, velvet Brass Key in pocket on Coat Hook
    Cloakroom musty, dim Blackboard,
    Coat Hook
    east to Foyer (else stumble)
    Coat Hook brass Cloak on Cloakroom wall
    Desk unoccupied Drawer,
    Telephone
    in Foyer
    Drawer unlocked Steel Key in Desk
    Foyer vacant Desk
    Street Door
    south to Office Exterior,
    west to Cloakroom
    Office Exterior closed lock (if Steel Key, enter Office Interior north to Foyer,
    east Cloakroom
    Office Interior pitch black generic furniture back to Office Exterior (else stumble)
    Steel Key small ‘office’ on it in Drawer
    Street Door facing out lock (if Brass Key, exit to win) in Foyer
    Telephone disconnected no outside line on Desk

About Me

Roger Kenyon was North America’s first lay canon lawyer and associate director at the Archdiocese of Seattle. He was involved in tech (author of Macintosh Introductory Programming, Mainstay) before teaching (author of ThinkLink: a learner-active program, Riverwood). Roger lives near Toronto and offers free critical thinking and character development courses online.

“When not writing, I’m riding—eBike, motorbike, and a mow cart that catches air down the hills. One day I’ll have Goldies again.”