View Full Version : "Adventure" or "Colossal Cave Adventure" (Forum Game)
Hatesink
04-20-2008, 08:40 AM
You only have to read the last post in the thread (you don't need to know the rest of the story) the information needed to play is all contained in my (Hatesink's) newest post.
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Simplified rules...
This is an adventure game...
...either choose an option or suggest an action, to move the game forward.
You find yourself standing at the end of a road.
You've travelled there in search of a Colossal Cave (known as the dark cavern), where, it's rumored, there's a fortune in treasure. It's also said that many people who have entered the dark cavern have never returned. Magic is said to work in the dark cavern.
You have nothing on you save the clothes on your back.
You are standing at the end of a road in a forest. To your right there's a a small brick building.
A small stream flows out of the building and down a gully.
The small brick building seems to be a well house.
To your left there's a hill (still within the forest).
The way north (straight ahead) seems to lead deeper into the forest,
To the south there's a valley,
A sign on the door of the building says "keep out"
What do you want to do?
dacbietazn
04-20-2008, 07:10 PM
id check around the area, scout out, ya noe and see who is living in the building
if anyone is inhabitting it, ask for food, and bother them to help you find society
kglaser
04-20-2008, 07:14 PM
X POCKETS
(search my pockets)
FtRapture
04-20-2008, 08:28 PM
Oooh Old schhol Text Adventures..
Ok
"EAT SIGN"
-The sign does not wish to be eaten.
"SMACK SIGN"
-Your hand begins to bleed, and a small bit of rust on the Keep Out sign seems to have caused some sort of allergic reaction. You feel a onset of a fever come on as you begin to get light headed, you fall to the ground and as you begin to fade from the world you hear a soft giggle and a voice that says. "Don't Smack Me A*******"
You Have Died.
Hatesink
04-21-2008, 02:50 AM
check around the area/scout out
The trees of the forest are large hardwood oak and maple, with an occasional grove of pine or spruce. There is quite a bit of under-growth, largely birch and ash saplings plus nondescript bushes of various sorts. This time of year visibility is quite restricted by all the leaves, but travel is quite easy if you detour around the spruce and berry bushes.
You have taken a drink from the stream. The water tastes strongly of minerals, but is not unpleasant. It is extremely cold.
who is living in the buildingYou listen at the door of the building but you can't hear anything above the sound of the stream. You knock on the door but there is no reply. From the outside the building appears to be a well-house for a large spring. The door appears to be unlocked.
bother them to help you find society
There doesn't seem to be anybody else in the area, and no answer when you knock on the door. Seemingly no one to supply you with directions to the dark cavern
X POCKETS (check pockets)
Inventory: You are carrying nothing.
"EAT SIGN"
You try to remove the sign from the door but it's quite firmly attached. Undeterred you lick the sign. It tastes like iron.
The way forwards (north) seems to lead deeper into the wood.
The way backwards (south) follows the stream.
To your left is a hill.
To your right is the the building/well-house.
(Inventory: You are carrying nothing)
What do you want to do?
Hatesink
04-22-2008, 03:01 AM
Srsly, doesn't anyone want to know what's in the well house?
Options:
1. Should I follow the stream South?
2. Should I enter the well house?
3. Should I climb the hill?
(If no one responds I guess I'll just assume no one's interested). :/
kglaser
04-22-2008, 07:15 PM
OPEN DOOR (who could resist that??)
*edited to add: Hatesink, I'll play this even if no one else does...I love IF and text games even though I am not much good at them...I am a die-hard adventure gamer at heart*
Hatesink
04-23-2008, 03:32 AM
I thought more people would be interested, but not to worry. I need to practice my writing and Game Mastering skills. so as long as you're interested in playing I guess we may as well continue. Hopefully some other people will join in too, just to make it even more interesting.
Okay, well I'm cutting and pasting etc. from several text sources (of the same basic adventure) but they seem to be deviating quite a bit, so I'm just going to try and blend the texts.
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OPEN DOOR (who could resist that??)
Opening the door and leaning into the cold, damp well-house you find a few pieces of shoddy furniture. There's no one to be seen. The stream flows out through a pair of 1 foot diameter pipes. The sound of the stream reverberates and echoes from the pipes creating a loud din, and the damp, musty smell of water-soaked stonework fills the room.
Closing the door behind you you conduct a cursory search of the well-house and spot the following items:
A folded piece of paper which seems to be some kind of written note.
Some keys laying on the Ground.
Tasty food.
A shiny brass lamp.
A glass bottle
(Current inventory: You are carrying nothing)
What do you want to do?
kglaser
04-23-2008, 06:47 PM
TAKE ALL (Infocom let you do that, right? If not, then just TAKE NOTE.)
Hatesink
04-24-2008, 03:55 AM
Welcome to the adventure.
Make a suggestion or pick an option.
The more suggestions the better, and all are welcome to play (and yes...that means you ;) ).
(Just have fun: You don't need to know what's already happened to post a suggestion. All the stuff you need to know is included below.)
Stupid suggestions welcome! :D
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TAKE ALL (Infocom let you do that, right? If not, then just TAKE NOTE.)
Taking the note from the table you unfold it to find the following message:
I quit!
If you ever get around to coming back here to collect any of this stuff before the bears get to it, you'll know why I aint here; otherwise, you'll just have to think the bears ate me along with everything else. Not that you'd care!
If I never saw you again it'd be too soon,
Up yours,
Khep
You take the shiny brass lamp, the tasty food, the empty glass bottle and the keys, one item at a time and examine them in turn...
The keys are weathered and warn, discoloured with both age and the dampness of the well-house air. They're cold to the touch with a patina of grime and fine rust. A coarse metal disk bound to the keys with flax carries the hastily engraved legend "Gully Grate"
The tasty food is fresh and delicious looking.
The shiny brass lamp is old and battered, but well looked-after; polished and shiny with a dulled but lustrous gleem. Even though it's old and battered, because of its usefulness, it's well looked-after.
The empty glass bottle is well-made and of good quality with a slight green-blue opacity that accentuates the flaws and inclusions of the oily mixture the glass is made from (the bottle is transparent but tinted with a blue-green hue that shows off swirls in the glass that the bottle is made of).
Thinking that these items would better serve you than they'd serve Khep's bears, you decide to take them with you. You realise the shrivelled, mouldy, leather animal-skin bag you found during your first search of the room may in fact be quite useful, so you pull it from what otherwise might well have been its final resting place, and after testing the leather to see if it's strong enough to use, you load the items in to it.
You're standing in a well-house, all other sound drowned out by the reverberating din of the stream as it gushes from the two pipes at the end of the room.
The only exit (the door through which you entered) is to the west.
The gulley (and presumably the gulley-grate (to which you now have the key)) is to the south (the stream runs south from the well-house into the gulley).
(Current Inventory. You have:
An empty glass bottle,
Tasty food,
A hand-written note,
A shiny brass lamp,
The gulley-grate keys)
What do you want to do?
Make a suggestion or pick an option!
The more suggestions the better, and all are welcome to play (and yes...that means you ;) ).
kglaser
04-24-2008, 07:21 PM
W (to exit) then S (to gully)
FtRapture
04-25-2008, 08:50 AM
TAKE ALL (Infocom let you do that, right? If not, then just TAKE NOTE.)
Yea for Infocom you can play a lot of free text games here (http://www.whitestick.co.uk/text.html)
Hatesink
04-25-2008, 02:25 PM
Yea for Infocom you can play a lot of free text gamesNot exactly sure why, especially since there's no one around to hear it, you raise a hearty cheer for Infocom (even though you're not entirely sure what infocom is or why the thought to do so came to you.)
W (to exit) then S (to gully)
Exiting from the dank well-house into the warm summer air you follow the stream south and down into the gully to where it drains through a freshly pick-axed gash in the stream bed. Further south, where the stream previously flowed there's a 3 x 3 grate, set into what appears to be the mouth of a stonework drain.
Behind you, the stream drains through a freshly pick-axed gash in the stream-bed. Infront of you, in the mud of the newly exposed riverbed, is the 3 x 3 grate, which, upon examination, turns out to be locked.
(Current Inventory. You have:
An empty glass bottle,
Tasty food,
A hand-written note,
A shiny brass lamp,
The gulley-grate keys)
What do you want to do?
FtRapture
04-25-2008, 05:59 PM
Not sure why you would say that, I have been playing games since my first computer Atari 130Xe who doesn't remember Zork from back then :\ and the sequels. So I guess I cheer for them to pay respect for the good memories I had for as a child. Which is why I added a link where you could play Colossal Cave.
Hatesink
04-26-2008, 01:53 AM
Not sure why you would say that, I have been playing games since my first computer Atari 130Xe who doesn't remember Zork from back then :\ and the sequels. So I guess I cheer for them to pay respect for the good memories I had for as a child. Which is why I added a link where you could play Colossal Cave.
Dude...I was responding to your post as though it was an instruction for the character in the game...
...the character isn't sure why he does so, but he raises a hearty cheer for Infocom. :D
This thread is a forum game text adventure (I want to practice my writing).
All you have to do is post a suggestion for the character and I'll include (and/or reference) it in the story (you don't need to know what's happened previously, the relevant information is contained each new post).
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W (to exit) then S (to gully)
Exiting from the dank well-house into the warm summer air you follow the stream south and down into the gully to where it drains through a freshly pick-axed gash in the stream bed. Further south, where the stream previously flowed there's a 3 x 3 grate, set into what appears to be the mouth of a stonework drain.
Behind you, the stream drains through a freshly pick-axed gash in the stream-bed. Infront of you, in the mud of the newly exposed riverbed, is the 3 x 3 grate, which, upon examination, turns out to be locked.
(Current Inventory. You have:
An empty glass bottle,
Tasty food,
A hand-written note,
A shiny brass lamp,
The gulley-grate keys)
What do you want to do?
FtRapture
04-26-2008, 10:47 AM
Ahh I see, Well in that case game on.
Use key on grate