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.
- BLACKBOARD is chalky, has messages (“after hours let yourself out” and “wash me”), goes in the CLOAKROOM.
- BRASS KEY is heavy, has “main” on its side, starts in a CLOAK pocket.
- CLOAK is damp and made of velvet, has a BRASS KEY in a pocket, starts on the COAT HOOK.
- CLOAKROOM is musty and dim, has a BLACKBOARD and COAT HOOK, goes east to FOYER (any other direction, stumble in the dark).
- COAT HOOK is brass and attached to the wall, has a CLOAK on it, attached to a CLOAKROOM wall.
- DESK is unoccupied, has a DRAWER and TELEPHONE, is attached to the FOYER.
- DRAWER is unlocked, has an STEEL KEY, attached the DESK.
- 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.
- 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).
- OFFICE INTERIOR is pitch black, has assorted generic furniture, goes back to the OFFICE EXTERIOR (if any other direction, stumble over furniture).
- STEEL KEY is small, has “office” on its side, starts in the DRAWER.
- STREET DOOR is facing out onto the way home, has a secure lock (if have Brass Key, exit to win).
- 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 Hookeast to Foyer (else stumble) Coat Hook brass Cloak on Cloakroom wall Desk unoccupied Drawer,
Telephonein Foyer Drawer unlocked Steel Key in Desk Foyer vacant Desk
Street Doorsouth to Office Exterior,
west to CloakroomOffice Exterior closed lock (if Steel Key, enter Office Interior north to Foyer,
east CloakroomOffice 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


