chore(halfstreet): bible Obsidian-formatted edits + vault config

Substantial bible expansion (frontmatter, Obsidian list/heading formatting,
expanded core themes section, target length 25–28 rooms).

Adds .obsidian/ vault config (app/appearance/core-plugins) and gitignore
rules for the per-machine workspace cache, mirroring the world vault setup.

Done before extracting Halfstreet to its own repo so this work travels with
the filter-repo extraction.
This commit is contained in:
2026-05-09 11:29:18 -05:00
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{
"file-explorer": true,
"global-search": true,
"switcher": true,
"graph": true,
"backlink": true,
"canvas": true,
"outgoing-link": true,
"tag-pane": true,
"footnotes": false,
"properties": true,
"page-preview": true,
"daily-notes": true,
"templates": true,
"note-composer": true,
"command-palette": true,
"slash-command": false,
"editor-status": true,
"bookmarks": true,
"markdown-importer": false,
"zk-prefixer": false,
"random-note": false,
"outline": true,
"word-count": true,
"slides": false,
"audio-recorder": false,
"workspaces": false,
"file-recovery": true,
"publish": false,
"sync": true,
"bases": true,
"webviewer": false
}
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---
test: "[[halfstreet-followon-notes]]"
---
# Halfstreet — Content Bible # Halfstreet — Content Bible
**For:** the mystery text adventure shipped at `/mystery`. **For:** the mystery text adventure shipped at `/mystery`
**Style anchor:** Le Fanu's *Carmilla*, Shirley Jackson's *The Haunting of Hill House*, M.R. James's ghost stories. Second person, present tense, sparse, never explains.
**Length target:** 1822 rooms, ~3060 minute first playthrough.
## Voice rules **Style anchors:**
1. Second person, present tense, throughout. - Le Fanu's _Carmilla_
2. Sentences are short; the silences between them do most of the work.
3. The narrator never explains the supernatural — it observes.
4. The narrator never addresses the player as a player ("you, the visitor"). Only as the character ("you").
5. No metafiction, no winks, no "you are clearly in a video game" jokes.
6. No proper-noun villains. The things in Halfstreet are nameless.
## Rooms - Shirley Jackson's _The Haunting of Hill House_
> Format: `id` · title · one-sentence first-visit prose · exits · items · encounter · safe? - M.R. James ghost stories
| id | title | first-visit summary | exits | items | encounter | safe |
|---|---|---|---|---|---|---|
| `outside-gate` | [ The Gate ] | The road behind you is gone; the gate is unlocked. | n: foyer | letter, matches | — | yes |
| `foyer` | [ Foyer ] | A foyer of cold paper and colder air, with a hallway running impossibly far. | s: outside-gate, n: hallway | — | — | yes |
| `hallway` | [ Hallway ] | A hallway that runs longer than the house should be wide. | s: foyer, e: study, w: parlor, n: stair-up | lamp | — | — |
| `parlor` | [ Parlor ] | A parlor of stopped clocks and empty chairs, set as if for company. | e: hallway | brass-key | parlor-figure | — |
| `study` | [ Study ] | A study where the books have been left open at pages they were not written for. | w: hallway | folded-letter-2 | — | — |
| `stair-up` | [ Upper Stair ] | A stair that turns once and arrives at the wrong landing. | s: hallway, u: bedroom | — | — | — |
| `bedroom` | [ Bedroom ] | A bedroom kept ready for a sleeper who is not you. | d: stair-up, e: nursery | mirror | — | — |
| `nursery` | [ Nursery ] | A nursery whose toys have been arranged tonight. | w: bedroom | iron-key | nursery-presence | — |
| `kitchen` | [ Kitchen ] | A kitchen with a pot still warm on the stove and no one to have warmed it. | (added via locked door from hallway: `n` requires brass-key) | bread-knife | — | — |
| `back-door` | [ Back Door ] | A door in the kitchen, opening onto the grounds. | s: kitchen, e: garden | — | — | yes |
| `garden` | [ Garden ] | A garden gone to seed in the dark. | w: back-door, n: well, e: chapel | — | — | — |
| `well` | [ The Well ] | An old well, dry, with rope going down further than the well is deep. | s: garden, d: well-shaft | rope | — | — |
| `well-shaft` | [ Well Shaft ] | The shaft, descending past the water-line into the dry. | u: well, n: tunnel | — | — | — |
| `tunnel` | [ Tunnel ] | A stone tunnel that knows you are here. | s: well-shaft, e: chamber | — | hound | — |
| `chamber` | [ Antechamber ] | An antechamber whose door is locked with a lock that takes the iron key. | w: tunnel, e: vault (locked, requires iron-key) | — | — | — |
| `vault` | [ Vault ] | A vault, plain, holding what was buried at Halfstreet. | w: chamber | the-thing-itself | revenant | — |
| `chapel` | [ Chapel ] | A chapel, deconsecrated, on the edge of the grounds. | w: garden | silver-vial | chapel-watcher | yes |
| `attic` | [ Attic ] | An attic reached by a staircase that wasn't there before. | d: bedroom (appears after a flag is set) | childhood-photograph | — | — |
| `cistern` | [ Cistern ] | A cistern beneath the house, found through a grate in the kitchen. | u: kitchen | — | — | — |
| `endings-room` | (synthetic) | The endings narration room, never directly entered. | — | — | — | — |
(Total authored rooms: 19, plus the synthetic endings node.) **Perspective:** second person, present tense
## Items **Target length:** 2528 rooms, 4590 minute first playthrough
| id | names | purpose | state | ---
|---|---|---|---|
| `letter` | letter, folded letter | Opening exposition; the call to come. | — |
| `matches` | matches, safety matches | Light the lamp. | — |
| `lamp` | lamp, oil lamp, torch | Illuminates dark rooms. | `lit: false` |
| `brass-key` | brass key, key | Unlocks the kitchen door. | — |
| `iron-key` | iron key, key | Unlocks the vault. | — |
| `mirror` | mirror, tarnished mirror | The revenant's resolution. | — |
| `silver-vial` | silver vial, vial | The chapel-watcher's resolution. | — |
| `bread-knife` | knife, bread knife | A weapon for the hound. | — |
| `rope` | rope | Required to descend the well shaft. | — |
| `folded-letter-2` | second letter, page | Bible-context: the burial register page. Reveals the truth needed for the true ending. | — |
| `the-thing-itself` | (unnamed in prose) | The McGuffin in the vault. State changes based on chosen ending. | `disturbed: false` |
| `childhood-photograph` | photograph, photo | Triggers the bad-ending choice. | — |
## Encounters # Voice Rules
| id | room | initial phase | resolution path | failure path | 1. Second person, present tense.
|---|---|---|---|---|
| `parlor-figure` | parlor | seated | `wait` (twice) → `examine figure` → resolved (the figure was a coat). Wrong verbs cost resolve. | retreat to foyer |
| `nursery-presence` | nursery | listening | `wait``extinguish lamp` → resolved (it does not show itself in the dark). Wrong: light costs resolve. | retreat to bedroom |
| `hound` | tunnel | tracking | `attack hound with knife` → wounded → `attack` → resolved. Pure HP-style fight. | retreat to well-shaft |
| `chapel-watcher` | chapel | observing | `pour silver-vial on watcher` → resolved. Wrong: any aggressive verb fails the encounter (chapel-watcher is harmless if undisturbed). | exit chapel forced |
| `revenant` | vault | wary | `examine revenant``hold mirror to revenant` → resolved. Other verbs cost resolve. | retreat to chamber |
## Story flags 2. Sentences are short; silence does most of the work.
- `letterRead` — set after reading the opening letter; gates first hint 3. Never explain the supernatural.
- `revenantLaid` — set on revenant resolution; required for true ending
- `houndPassed` — set on hound resolution; required to reach vault
- `watcherSpared` — set on chapel-watcher resolution; alternate path to a hint
- `photographSeen` — set on examining the attic photograph; unlocks bad ending
- `theThingDisturbed` — set if the player attacks the thing in the vault; forces wrong ending
- `theThingRecognised` — set if the player has read the burial register and laid the revenant before reaching the vault; forces true ending
## Endings 4. Never address the player as a player.
### True ending (when `theThingRecognised` and not `theThingDisturbed`) 5. No metafiction.
> You stand in the vault. What is buried at Halfstreet is buried because it was loved, and grieved, and finally let go. 6. No named villains.
> You set the lamp down beside it. You speak its name aloud — the name from the page in the study — and the name is enough.
> You go up. The door opens onto a road that is, suddenly, on every map.
### Wrong ending (when `theThingDisturbed`) 7. Violence usually worsens outcomes.
> You stand in the vault. The thing under the cloth shifts. It was not waiting to be freed. 8. Many frightening things should prove harmless.
> You climb back, fast, but the house has rearranged its rooms. The door you came in by is now north, then west, then nowhere.
> You walk a corridor that is longer than the house, and longer, and you do not stop.
### Bad ending (when `photographSeen` and the player chooses `take photograph` after reading it)
> You take the photograph from the attic. The child in it is you. The date is older than you are. ---
> Behind you, on the stairs, someone has come up to meet you.
> You will not go down again.
## Opening scene (full prose, used verbatim) # Core Themes
``` - mistaken identity
- unresolved grief
- memory behaving incorrectly
- repetition
- domestic spaces becoming ritual spaces
- familiar objects recurring in altered forms
- the house remembering itself imperfectly
---
# Opening Scene
```txt
[ The Gate ] [ The Gate ]
You have arrived at the address you were given. There is no sign, You arrive at the address, but you do not remember what has happened.
no number on the gate — only an iron star, twisted and bent, set There is no sign, no number on the gate. The fence is overgrown
into the rust like a wound. The road behind you is gone. with grape vines. The road behind you is gone.
A wind rises from somewhere under the house. The gate, you find, The air is cool and still around you, but a quiet rustling and a
is not locked. damp breeze seem to emanate from beneath the house.
You are carrying: a folded letter, a box of safety matches. You are carrying: a folded letter, a matchbook, and a broken cigarette.
> >
``` ```
## Closing notes for the room-prose authoring ---
- Each room gets three description blocks: `firstVisit` (180280 chars), `revisit` (4080 chars), `examined` (300450 chars). # Existing House Rooms
- Per-object descriptions: `short` (under 30 chars), `long` (200400 chars).
- Encounter narration: each transition gets one sentence, max two; default-wrong-verb narration for each encounter is one sentence. |id|title|summary|
- Style sample: see the opening scene above. |---|---|---|
- Style anti-patterns to avoid: words like *spooky*, *creepy*, *eerie*. Adjectives that announce mood. Exclamation marks. The word *suddenly*. |`outside-gate`|[ The Gate ]|The road behind you is gone.|
|`foyer`|[ Foyer ]|A foyer that doesn't feel welcoming. Beneath the dust is another scent: sweet at first, then medicinal, like crushed almond pits. A hallway runs impossibly far to the north.|
|`hallway`|[ Hallway ]|A hallway longer than the house should allow.|
|`parlor`|[ Parlor ]|Chairs arranged for absent company.|
|`study`|[ Study ]|Books left open at impossible pages.|
|`stair-up`|[ Upper Stair ]|A stair arriving at the wrong landing.|
|`bedroom`|[ Bedroom ]|Prepared for another sleeper.|
|`nursery`|[ Nursery ]|Toys arranged tonight.|
|`kitchen`|[ Kitchen ]|Something recently warm.|
|`back-door`|[ Back Door ]|Opens onto the grounds.|
|`garden`|[ Garden ]|Overgrown and listening.|
|`well`|[ The Well ]|Dry deeper than it should be.|
|`well-shaft`|[ Well Shaft ]|Descending below the water line.|
|`tunnel`|[ Tunnel ]|A tunnel aware of your presence.|
|`chamber`|[ Antechamber ]|Locked threshold before the vault.|
|`vault`|[ Vault ]|Holds what was buried at Halfstreet.|
|`chapel`|[ Chapel ]|Deconsecrated and occupied.|
|`attic`|[ Attic ]|Reached by a staircase that was not there before.|
|`cistern`|[ Cistern ]|Beneath the kitchen.|
---
## Structural Revision
The house should begin behaving differently after several story flags are set. Certain rooms subtly alter on revisit, some exits change, and a secondary loop through the house opens. The player should slowly realize the house is less a physical location than an accumulation of grief, repetition, and mistaken memory.
Themes reinforced by the new rooms:
- mistaken identity
- repetition
- domestic memory
- grief fossilized into architecture
- things mistaken for people
- familiar objects recurring in different forms
- the sense that the player may have belonged here once
---
# Additional Rooms
## Main House Expansion
|id|title|first-visit summary|exits|items|encounter|safe|
|---|---|---|---|---|---|---|
|`dining-room`|[ Dining Room ]|A dining room laid for supper long after supper ended.|w: hallway, n: conservatory|candlestick|window-guest|—|
|`conservatory`|[ Conservatory ]|The glass ceiling has gone blind with moss and rain.|s: dining-room, e: garden|pruning-shears|ivy-figure|—|
|`smoking-room`|[ Smoking Room ]|The room smells faintly of ash, velvet, and bitter almonds.|e: hallway|silver-lighter|covered-cage|—|
|`music-room`|[ Music Room ]|A piano stands open with one key held silently down.|w: hallway, n: servants-passage|music-box-key|piano-echo|—|
|`servants-passage`|[ Servants' Passage ]|The walls here are unfinished and smell of wet wood.|s: music-room, e: laundry|—|breathing-wall|—|
|`laundry`|[ Laundry ]|Sheets hang unmoving in the still air.|w: servants-passage|damp-sheet|linen-shape|—|
---
## Lower-Level Expansion
|id|title|first-visit summary|exits|items|encounter|safe|
|---|---|---|---|---|---|---|
|`ossuary`|[ Ossuary ]|The bones have been arranged with more care than devotion.|s: tunnel, e: flooded-passage|burial-ring|bone-keeper|—|
|`flooded-passage`|[ Flooded Passage ]|Black water moves softly across the stone floor.|w: ossuary, n: root-chamber|toy-boat|reflection|—|
|`root-chamber`|[ Root Chamber ]|Roots have entered through the ceiling and never stopped growing.|s: flooded-passage, e: burial-gallery|—|root-movement|—|
|`burial-gallery`|[ Burial Gallery ]|Portraits line the walls, though none survive intact.|w: root-chamber, e: vault|family-register|portrait-woman|—|
---
## Altered / Conditional Rooms
These rooms appear only after certain flags are set.
|id|title|first-visit summary|exits|items|encounter|safe|
|---|---|---|---|---|---|---|
|`wrong-hallway`|[ Hallway ]|The hallway is longer now.|impossible-changing exits|—|distant-steps|—|
|`returned-nursery`|[ Nursery ]|The toys no longer appear arranged.|w: bedroom|—|—|yes|
|`rain-room`|[ Rain Room ]|Rain falls steadily inside the room and nowhere else.|unknown|rusted-key|rainwater-basin|—|
---
# Core House Rooms Revisions
|id|revised summary|
|---|---|
|`foyer`|A foyer that doesn't feel welcoming. Beneath the dust is another scent: sweet at first, then medicinal, like crushed almond pits. A hallway runs impossibly far to the north.|
---
# Inventory Items
|id|names|purpose|state|
|---|---|---|---|
|`candlestick`|candlestick, candle holder|Provides temporary light without using the lamp.|`lit: false`|
|`pruning-shears`|shears, pruning shears|Cuts through overgrowth in the conservatory and garden.|—|
|`silver-lighter`|lighter, silver lighter|Can light the broken cigarette or lamp.|—|
|`music-box-key`|tiny key, music box key|Unlocks the music box in the nursery.|—|
|`damp-sheet`|sheet, damp sheet|Used to obscure reflections in flooded areas.|—|
|`burial-ring`|ring, burial ring|Matches the crest found in the family register.|—|
|`toy-boat`|toy boat, wooden boat|Floats briefly against the current.|—|
|`family-register`|register, ledger|Reveals names, dates, and repeated burials tied to Halfstreet.|—|
|`rusted-key`|rusted key|Opens an optional locked room near the gate.|—|
---
# Non-Key Items
Non-key items are objects the player meaningfully interacts with but cannot permanently carry.
These objects should feel physically inconvenient, emotionally difficult, fragile, attached to the house itself, or impossible to remove.
|id|description|interaction|
|---|---|---|
|`grandfather-clock`|A stopped clock in the parlor whose pendulum occasionally resumes on its own.|Setting the correct time alters hallway geometry temporarily.|
|`music-box`|A nursery music box bolted to the shelf.|Unlocking and winding it reveals hidden sounds elsewhere in the house.|
|`dinner-place-setting`|A single untouched plate in the dining room.|Sitting before it triggers memory prose and a hidden passage.|
|`veil`|A funeral veil draped over a portrait in the burial gallery.|Lifting it reveals the player's resemblance to the family.|
|`rainwater-basin`|A basin collecting rain inside the rain room.|Looking into it reveals altered room descriptions.|
|`covered-cage`|A cloth-covered birdcage in the smoking room.|Removing the cloth changes ambient sounds throughout the house.|
|`altar-stone`|A cracked altar slab in the chapel.|Pouring the silver vial here weakens the basilisk without violence.|
|`childs-drawing`|A crayon drawing pinned to the nursery wall.|Reveals the existence of the wrong hallway before it appears.|
|`portrait-frame`|A shattered portrait frame underground.|Rotating it exposes hidden writing beneath the backing.|
|`well-rope-wheel`|The old iron wheel beside the well.|Turning it changes what is heard below the house.|
---
# Revised Encounter Notes
## The Child Beneath the Well
If the player attempts to descend the well for the first time:
> Something moves below before you do.
>
> A child emerges from the tunnel beneath the well, barefoot and breathless, one hand against the stone wall as it climbs past you. It does not stop. A draft of cold air follows after it.
>
> Then it is gone upward toward the garden.
If carrying the toy dog:
> The child pauses at the garden gate.
>
> “You found Woof.”
>
> Or perhaps: “Wolf.”
>
> The child takes the toy carefully and disappears into the overgrowth.
>
> The garden grows quieter afterward.
The child is harmless.
---
## Basilisk Encounter Revision
Replace the chapel-watcher entirely.
|id|room|initial phase|resolution path|failure path|
|---|---|---|---|---|
|`basilisk`|chapel|sleeping|`pour silver-vial on basilisk` → resolved. The creature withdraws beneath the chapel stones.|direct eye contact costs resolve; forced exit|
Suggested prose:
> Something large is coiled beneath the altar.
>
> You become aware of the eye first.
>
> Not glowing. Merely open.
---
# Expanded Encounters
The expanded house should contain more quiet encounters than overtly hostile ones.
|id|room|initial phase|resolution path|failure path|
|---|---|---|---|---|
|`ivy-figure`|conservatory|hidden|`cut vines with shears` → reveals garden shortcut|entangled; lose resolve|
|`piano-echo`|music-room|listening|`play note` matching distant melody → hidden passage opens|wrong notes cost resolve|
|`linen-shape`|laundry|hanging|`wait` → shape proves empty|panic returns player to passage|
|`bone-keeper`|ossuary|arranging|`leave burial-ring` → passage opens|disturbing bones costs resolve|
|`reflection`|flooded-passage|following|obscure water with damp-sheet|reflected figure approaches|
|`portrait-woman`|burial-gallery|watching|`examine portraits` reveals hidden family resemblance|retreat|
|`distant-steps`|wrong-hallway|approaching|stand still until steps pass|hallway lengthens|
|`garden-procession`|garden|passing|remain silent while lantern lights move beyond hedges|encounter follows player indoors|
|`bell-sounder`|chapel|ringing|follow the sound without directly approaching|resolve loss|
|`stair-sleeper`|upper stair|seated|leave without speaking|staircase changes|
|`window-guest`|dining-room|standing outside|close curtains before approaching glass|face appears at window|
|`breathing-wall`|servants-passage|audible|remain still until the sound passes|walls feel narrower|
|`root-movement`|root-chamber|shifting|extinguish light and listen|roots block exits temporarily|
|`rainwater-basin`|rain-room|reflecting|look into basin after major story flags|altered room descriptions persist|
|`covered-cage`|smoking-room|rustling|uncover cage briefly|distant sounds intensify|
---
# Toy Dog
short: a stuffed dog
long:
The toy dog is several shades darker than it used to be.
His fur is matted down in areas and worn from years of handling.
A name is stitched into one paw in faded blue thread:
WOOF
Or perhaps:
WOLF
The stitching has begun to loosen.
---
# Expanded Story Flags
- `woofReturned`
- `hallwayShifted`
- `musicSolved`
- `basiliskSpared`
- `familyNameLearned`
- `rainRoomEntered`
- `houseAcceptedYou`
---
# Expanded Endings
## True Ending
> You stand in the vault. What is buried at Halfstreet is buried because it was loved, and grieved, and finally let go.
>
> You set the lamp beside it.
>
> You speak the name aloud.
>
> The house settles around you like a long exhalation.
>
> Outside, the road exists again.
---
## Wrong Ending
> You disturb what should have remained untouched.
>
> The house rearranges itself around your leaving.
>
> Corridors repeat.
>
> Doors return you to themselves.
>
> The hallway grows longer.
---
## Bad Ending
> You take the photograph.
>
> The child in it is you.
>
> Behind you, on the stairs, someone has come up to meet you.
>
> You do not go down again.
---
## Replacement Ending
Unlocked if the player restores too much order to the house, lingers too long, or repeatedly revisits altered rooms.
> You open the front door.
>
> Someone is standing at the gate outside.
>
> They look tired. Rain-darkened. Lost.
>
> After a moment, you understand they have arrived for you.
---
## Mercy Ending
Unlocked if:
- Woof is returned
- the basilisk is spared
- the thing is not disturbed
- all burial clues are learned
- the revenant is laid to rest
> You remain in the vault until the lamp goes out.
>
> The house is quiet.
>
> Somewhere above, floorboards settle one final time.
>
> By morning, Halfstreet contains one fewer restless thing.
---
# Spatial Notes
The house should increasingly violate geography.
Examples:
- The servants' passage should emerge somewhere impossible.
- The wrong hallway can replace the normal hallway after enough resolve loss.
- The rain room should not fit within the visible structure of the house.
- The burial gallery should feel emotionally adjacent to the dining room despite being underground.
- Certain rooms should inherit sounds from distant locations.
Examples:
- nursery laughter faintly audible in the flooded passage
- piano note heard from the attic
- chapel bell heard underwater
- footsteps overhead while underground
The player should slowly suspect the house is remembering itself incorrectly.
---
# Additional Tone Guidance
The horror works best when:
- encounters are quiet
- threats are ambiguous
- many frightening things prove harmless
- harmless things prove emotionally devastating
- monsters are treated with restraint
- violence worsens outcomes
The game should feel less like surviving a haunted house and more like wandering through unresolved mourning.