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.
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{
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"file-explorer": true,
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"global-search": true,
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"switcher": true,
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"graph": true,
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"backlink": true,
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"canvas": true,
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"outgoing-link": true,
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"tag-pane": true,
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"footnotes": false,
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"properties": true,
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"page-preview": true,
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"daily-notes": true,
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"templates": true,
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"note-composer": true,
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"command-palette": true,
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"slash-command": false,
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"editor-status": true,
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"bookmarks": true,
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"markdown-importer": false,
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"zk-prefixer": false,
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"random-note": false,
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"outline": true,
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"word-count": true,
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"slides": false,
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"audio-recorder": false,
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"workspaces": false,
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"file-recovery": true,
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"publish": false,
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"sync": true,
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"bases": true,
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"webviewer": false
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}
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@@ -1,125 +1,454 @@
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---
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test: "[[halfstreet-followon-notes]]"
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---
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# Halfstreet — Content Bible
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**For:** the mystery text adventure shipped at `/mystery`.
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**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.
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**Length target:** 18–22 rooms, ~30–60 minute first playthrough.
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**For:** the mystery text adventure shipped at `/mystery`
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## Voice rules
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**Style anchors:**
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1. Second person, present tense, throughout.
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2. Sentences are short; the silences between them do most of the work.
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3. The narrator never explains the supernatural — it observes.
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4. The narrator never addresses the player as a player ("you, the visitor"). Only as the character ("you").
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5. No metafiction, no winks, no "you are clearly in a video game" jokes.
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6. No proper-noun villains. The things in Halfstreet are nameless.
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- Le Fanu's _Carmilla_
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## Rooms
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- Shirley Jackson's _The Haunting of Hill House_
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> Format: `id` · title · one-sentence first-visit prose · exits · items · encounter · safe?
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- M.R. James ghost stories
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| id | title | first-visit summary | exits | items | encounter | safe |
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|---|---|---|---|---|---|---|
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| `outside-gate` | [ The Gate ] | The road behind you is gone; the gate is unlocked. | n: foyer | letter, matches | — | yes |
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| `foyer` | [ Foyer ] | A foyer of cold paper and colder air, with a hallway running impossibly far. | s: outside-gate, n: hallway | — | — | yes |
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| `hallway` | [ Hallway ] | A hallway that runs longer than the house should be wide. | s: foyer, e: study, w: parlor, n: stair-up | lamp | — | — |
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| `parlor` | [ Parlor ] | A parlor of stopped clocks and empty chairs, set as if for company. | e: hallway | brass-key | parlor-figure | — |
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| `study` | [ Study ] | A study where the books have been left open at pages they were not written for. | w: hallway | folded-letter-2 | — | — |
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| `stair-up` | [ Upper Stair ] | A stair that turns once and arrives at the wrong landing. | s: hallway, u: bedroom | — | — | — |
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| `bedroom` | [ Bedroom ] | A bedroom kept ready for a sleeper who is not you. | d: stair-up, e: nursery | mirror | — | — |
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| `nursery` | [ Nursery ] | A nursery whose toys have been arranged tonight. | w: bedroom | iron-key | nursery-presence | — |
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| `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 | — | — |
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| `back-door` | [ Back Door ] | A door in the kitchen, opening onto the grounds. | s: kitchen, e: garden | — | — | yes |
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| `garden` | [ Garden ] | A garden gone to seed in the dark. | w: back-door, n: well, e: chapel | — | — | — |
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| `well` | [ The Well ] | An old well, dry, with rope going down further than the well is deep. | s: garden, d: well-shaft | rope | — | — |
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| `well-shaft` | [ Well Shaft ] | The shaft, descending past the water-line into the dry. | u: well, n: tunnel | — | — | — |
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| `tunnel` | [ Tunnel ] | A stone tunnel that knows you are here. | s: well-shaft, e: chamber | — | hound | — |
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| `chamber` | [ Antechamber ] | An antechamber whose door is locked with a lock that takes the iron key. | w: tunnel, e: vault (locked, requires iron-key) | — | — | — |
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| `vault` | [ Vault ] | A vault, plain, holding what was buried at Halfstreet. | w: chamber | the-thing-itself | revenant | — |
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| `chapel` | [ Chapel ] | A chapel, deconsecrated, on the edge of the grounds. | w: garden | silver-vial | chapel-watcher | yes |
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| `attic` | [ Attic ] | An attic reached by a staircase that wasn't there before. | d: bedroom (appears after a flag is set) | childhood-photograph | — | — |
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| `cistern` | [ Cistern ] | A cistern beneath the house, found through a grate in the kitchen. | u: kitchen | — | — | — |
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| `endings-room` | (synthetic) | The endings narration room, never directly entered. | — | — | — | — |
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(Total authored rooms: 19, plus the synthetic endings node.)
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**Perspective:** second person, present tense
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## Items
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**Target length:** 25–28 rooms, 45–90 minute first playthrough
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| id | names | purpose | state |
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|---|---|---|---|
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| `letter` | letter, folded letter | Opening exposition; the call to come. | — |
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| `matches` | matches, safety matches | Light the lamp. | — |
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| `lamp` | lamp, oil lamp, torch | Illuminates dark rooms. | `lit: false` |
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| `brass-key` | brass key, key | Unlocks the kitchen door. | — |
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| `iron-key` | iron key, key | Unlocks the vault. | — |
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| `mirror` | mirror, tarnished mirror | The revenant's resolution. | — |
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| `silver-vial` | silver vial, vial | The chapel-watcher's resolution. | — |
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| `bread-knife` | knife, bread knife | A weapon for the hound. | — |
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| `rope` | rope | Required to descend the well shaft. | — |
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| `folded-letter-2` | second letter, page | Bible-context: the burial register page. Reveals the truth needed for the true ending. | — |
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| `the-thing-itself` | (unnamed in prose) | The McGuffin in the vault. State changes based on chosen ending. | `disturbed: false` |
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| `childhood-photograph` | photograph, photo | Triggers the bad-ending choice. | — |
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---
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## Encounters
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# Voice Rules
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| id | room | initial phase | resolution path | failure path |
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|---|---|---|---|---|
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| `parlor-figure` | parlor | seated | `wait` (twice) → `examine figure` → resolved (the figure was a coat). Wrong verbs cost resolve. | retreat to foyer |
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| `nursery-presence` | nursery | listening | `wait` → `extinguish lamp` → resolved (it does not show itself in the dark). Wrong: light costs resolve. | retreat to bedroom |
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| `hound` | tunnel | tracking | `attack hound with knife` → wounded → `attack` → resolved. Pure HP-style fight. | retreat to well-shaft |
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| `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 |
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| `revenant` | vault | wary | `examine revenant` → `hold mirror to revenant` → resolved. Other verbs cost resolve. | retreat to chamber |
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1. Second person, present tense.
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## Story flags
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2. Sentences are short; silence does most of the work.
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- `letterRead` — set after reading the opening letter; gates first hint
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- `revenantLaid` — set on revenant resolution; required for true ending
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- `houndPassed` — set on hound resolution; required to reach vault
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- `watcherSpared` — set on chapel-watcher resolution; alternate path to a hint
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- `photographSeen` — set on examining the attic photograph; unlocks bad ending
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- `theThingDisturbed` — set if the player attacks the thing in the vault; forces wrong ending
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- `theThingRecognised` — set if the player has read the burial register and laid the revenant before reaching the vault; forces true ending
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3. Never explain the supernatural.
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## Endings
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4. Never address the player as a player.
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### True ending (when `theThingRecognised` and not `theThingDisturbed`)
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5. No metafiction.
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> You stand in the vault. What is buried at Halfstreet is buried because it was loved, and grieved, and finally let go.
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> 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.
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> You go up. The door opens onto a road that is, suddenly, on every map.
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6. No named villains.
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### Wrong ending (when `theThingDisturbed`)
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7. Violence usually worsens outcomes.
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> You stand in the vault. The thing under the cloth shifts. It was not waiting to be freed.
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> You climb back, fast, but the house has rearranged its rooms. The door you came in by is now north, then west, then nowhere.
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> You walk a corridor that is longer than the house, and longer, and you do not stop.
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8. Many frightening things should prove harmless.
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### Bad ending (when `photographSeen` and the player chooses `take photograph` after reading it)
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> You take the photograph from the attic. The child in it is you. The date is older than you are.
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> Behind you, on the stairs, someone has come up to meet you.
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> You will not go down again.
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---
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## Opening scene (full prose, used verbatim)
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# Core Themes
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```
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- mistaken identity
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- unresolved grief
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- memory behaving incorrectly
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- repetition
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- domestic spaces becoming ritual spaces
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- familiar objects recurring in altered forms
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- the house remembering itself imperfectly
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---
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# Opening Scene
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```txt
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[ The Gate ]
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You have arrived at the address you were given. There is no sign,
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no number on the gate — only an iron star, twisted and bent, set
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into the rust like a wound. The road behind you is gone.
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You arrive at the address, but you do not remember what has happened.
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There is no sign, no number on the gate. The fence is overgrown
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with grape vines. The road behind you is gone.
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A wind rises from somewhere under the house. The gate, you find,
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is not locked.
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The air is cool and still around you, but a quiet rustling and a
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damp breeze seem to emanate from beneath the house.
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You are carrying: a folded letter, a box of safety matches.
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You are carrying: a folded letter, a matchbook, and a broken cigarette.
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>
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```
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## Closing notes for the room-prose authoring
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---
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- Each room gets three description blocks: `firstVisit` (180–280 chars), `revisit` (40–80 chars), `examined` (300–450 chars).
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- Per-object descriptions: `short` (under 30 chars), `long` (200–400 chars).
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- Encounter narration: each transition gets one sentence, max two; default-wrong-verb narration for each encounter is one sentence.
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- Style sample: see the opening scene above.
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- Style anti-patterns to avoid: words like *spooky*, *creepy*, *eerie*. Adjectives that announce mood. Exclamation marks. The word *suddenly*.
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# Existing House Rooms
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|id|title|summary|
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|---|---|---|
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|`outside-gate`|[ The Gate ]|The road behind you is gone.|
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|`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.|
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|`hallway`|[ Hallway ]|A hallway longer than the house should allow.|
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|`parlor`|[ Parlor ]|Chairs arranged for absent company.|
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|`study`|[ Study ]|Books left open at impossible pages.|
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|`stair-up`|[ Upper Stair ]|A stair arriving at the wrong landing.|
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|`bedroom`|[ Bedroom ]|Prepared for another sleeper.|
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|`nursery`|[ Nursery ]|Toys arranged tonight.|
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|`kitchen`|[ Kitchen ]|Something recently warm.|
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|`back-door`|[ Back Door ]|Opens onto the grounds.|
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|`garden`|[ Garden ]|Overgrown and listening.|
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|`well`|[ The Well ]|Dry deeper than it should be.|
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|`well-shaft`|[ Well Shaft ]|Descending below the water line.|
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|`tunnel`|[ Tunnel ]|A tunnel aware of your presence.|
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|`chamber`|[ Antechamber ]|Locked threshold before the vault.|
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|`vault`|[ Vault ]|Holds what was buried at Halfstreet.|
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|`chapel`|[ Chapel ]|Deconsecrated and occupied.|
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|`attic`|[ Attic ]|Reached by a staircase that was not there before.|
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|`cistern`|[ Cistern ]|Beneath the kitchen.|
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---
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## Structural Revision
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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.
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Themes reinforced by the new rooms:
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- mistaken identity
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- repetition
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- domestic memory
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- grief fossilized into architecture
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- things mistaken for people
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- familiar objects recurring in different forms
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- the sense that the player may have belonged here once
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||||
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---
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# Additional Rooms
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||||
## Main House Expansion
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|id|title|first-visit summary|exits|items|encounter|safe|
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||||
|---|---|---|---|---|---|---|
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|`dining-room`|[ Dining Room ]|A dining room laid for supper long after supper ended.|w: hallway, n: conservatory|candlestick|window-guest|—|
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|`conservatory`|[ Conservatory ]|The glass ceiling has gone blind with moss and rain.|s: dining-room, e: garden|pruning-shears|ivy-figure|—|
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|`smoking-room`|[ Smoking Room ]|The room smells faintly of ash, velvet, and bitter almonds.|e: hallway|silver-lighter|covered-cage|—|
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|`music-room`|[ Music Room ]|A piano stands open with one key held silently down.|w: hallway, n: servants-passage|music-box-key|piano-echo|—|
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||||
|`servants-passage`|[ Servants' Passage ]|The walls here are unfinished and smell of wet wood.|s: music-room, e: laundry|—|breathing-wall|—|
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||||
|`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.
|
||||
Reference in New Issue
Block a user