This will be an interlinked cheesy vintage 50s scifi game jam running from midnight on Thursday 6 August until midnight Sunday 9 August (all on the honour system in your own time zone).
Our protagonist travels from planet to planet having largely independent adventures.
Each person should be able to write their own independent game, but they’ll be stitched together afterwards (and a climax may be written after the fact, drawing plot strands together). A single-planet adventure is quite independent, but there are some NPCs etc outlined below so they can be either mentioned or used, as people like. It’s likely more will appear during the jam, and the planning. Outlines can be posted below outlining the basic plot and anything that might be useful to other writers.
EVERYTHING is negotiable, so if you hate something (or badly want something included) make sure you say so!
I will stitch the 50s scifi games together into one game afterwards (including balancing the stats), and TechDragon610 will likely write a climax. I have at least one other editor/beta reader lined up.
Necessary bits: I’ll write the first story, including setting the protagonist’s name, gender introducing the crew and spaceship. I’m happy to do that.
If people use ${he}, ${him} and ${his}, that would make things easier. Also $!{name}.
Please don’t use capitalisation in coding at all, and please use tabs rather than spaces. (If you don’t, I’ll likely convert them later.) When granting stats, use %+10 every time. That will make things simpler to stitch together later. When testing stats, set whatever difficulty you think fits the task…it makes sense to order stories based on difficulty later.
I’ll copy and paste a startup page below, and a choicescript_stats, so you can use them in your own game.
I still think it’s worth standardising our hand-waving techniques, so in this story the universe is run (benevolently… or is it??) by the Zork race, who are technologically advanced and have shared their tech freely.
Backstory: in an alternate 1950s, every ship is equipped with a “Zork box” that is a universal translator. They also shared their travelling tech, meaning that humans can now travel all over space and interact with other races (and any other tech that we’d like). Also laser guns, called “lazer pistol”[deliberate misspelling] that can be set to “stun” (green ray), “kill” (red ray) or “disintegrate” (purple ray).
The ship is equipped with “Dr Zork”, a wall-mounted panel (with lots of flashing buttons despite being voice activated) including a talking AI that dispenses a variety of coloured liquids that always heal whatever-it-is that ails one of our heroes.
The Zorks rule the universe, leaving planets largely autonomous. Very science-oriented, wanting knowledge rather than power or wealth.
The spaceship is a gorgeous sleek, finned design with lots of windows. The protagonist inherited from his/her/their father, and is therefore both owner and captain. It’s pretty small.
There are three other crew members:
Jim Bargle, the engineer who doesn’t understand how humans work (despite being human himself).
A rough, manly scruffy, older pirate type who is impulsive and reverts to violence and intimidation to get things done. He was hiding out on the ship to get away from a syndicate he owed money to. He’s learnt how to get the job done via experience and has little patience for book learning.
Hint, a robot (“female” - female in appearance and pronouns).
A humanoid robot whose face is vaguely cut out to look sort of human, and barely shuffles around when walking but somehow never fails to get from point a to point b. She is incapable of using contractions in her speech (“I can not do that.”)
Sam Foster, the intellectual (knows absolutely any plot-relevant fact off the top of her head) who was originally a stowaway.
A well dressed, slight young woman who is from a well off, well educated family, who forbade her to be a space explorer, since she was expected to follow in the family business, so after an argument she ran off anyway in an uncharacteristicly impulsive way due to being smothered and upset. Quietly spoken usually, prefers negotiation to violence, inexperienced although has a large amount of theoretical knowledge.
Joe Josephson. Literally an average Joe. [Feel free to develop him further!] He may end up being a secret traitor and villain. Or he may not.
If you want recurring characters, those might work. If you don’t, have an on-planet adventure.
Stats:
Reputation (based on trustworthiness and honourable decisions - causes others to trust the PC)
Wealth (can be negative )
Curiosity (increases your general knowledge so you know useful info as needed)
Health - usually as a temp stat (although a major injury due to epic failure makes sense) in each game (?)
And an opposed stat of Idealism VS Cynicism (?)
So idealism is good for making friends, and cynicism for spotting liars (?)
Lazer Pistol Skills
Flying Skills (applies to space ship manoeuvres and jet packs)
-Keep to a PG rating. Nothing explicitly sexual (although the character can choose to have a fling/romance if you like - let the rest of us know if it’s a crew member).
Anyone want to suggest a/some suitably ridiculous names for our intrepid captain? I’ll give a few naming options, plus an insert_text one.
[Keeping in mind we won’t use anyone else’s characters or worlds.]
I wrote this as my two small children arrived home with groceries and hunger, so I reckon I’ll come back and edit this as people give feedback (and I see my own errors). So if things get complex, come back here for the “final” (…most recent) word.
Some outlines of stories that are definitely written (you can play them via the link in the WIP category):
Felicity Banks – opening:
Plot: Due to mechanical failure (possibly sabotage by Joe, but if so the MC won’t know), MC is forced to land on Xenphuth IV, a planet even the Zork consider uninhabitable because of the large array of unusual and man-eating vegetation covering its surface. Our hero takes the robot Hint and plunges into the killer wilderness to find the elusive graxweed plant in order to repair the ship. A plant so useful is worth a lot of money if the MC can get more than the single strand required to survive. Of course, survival would be nice too.
Stats gained: Every stat will have at least one chance to grow.
Stats tested: None, since it’s the first “chapter”.
Other info: Hint will spend some time being all-knowing, indestructible, and overly literal.
Gender (he/she/they) and name will be chosen.
Doctor – en route to a bar:
Plot: while in deep space, the crew runs out of fuel and is set adrift. When going down to get more fuel from storage, they discovered a giant Space Bat had clawed it’s way into the ship through the gas tank. Lazer Pistols seem use-less against it, they must figure out how to remove it from the ship.
Stats gained: intellectual mostly, fighting
Other info: not yet
Adrao – starts in a bar:
Plot: while on a bar at a space station the MC is contacted by Xargos, an exile from the planet of Lautus. The MC is told that, while in the last stages to transcend into the next plane of existance, the cleaning robots employed by the Lautians became sentient and have now enslaved the Lautians. The MC is hired to go to the planet and attempt to activate the transcend machine, a large artefact that will extract the souls of the Lautians from their body into the next plane. If the MC accepts the mission he will go to the planet, attempt to land and try to find this machine, and then try to come out alive.
Stats gained: mostly fighting stats and knowledge stats, plus wealth can increase
Stats tested: fighting and knowledge
Other info: still thinking about the details…
Jacic - something involving nanobots
HornHeadFan - something involving brain leeches
Felicity again - add robot crew member “Fuzzy” to crew (a gift from a grateful Lautus), who immediately gets together with Hint.
Get attacked by a seemingly random ship trying to disintegrate you. (Depending on stats, you may get hints that it’s the Zorks running the show…they can be switched out for another villain if required.)
Stats given: Mainly flying and curiosity, plus some reputation.
Stats tested: flying.
Stats semi-tested (changes text): curiosity or cynicism, idealism and reputation, some of the experiences from adrao’s game.
You can spend 1000 on improving flying ability. You will lose at least 1200 in this chapter, maybe 2000 (I forget the exact numbers).