8.3 KiB
Halfstreet — Content Bible
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: 18–22 rooms, ~30–60 minute first playthrough.
Voice rules
- Second person, present tense, throughout.
- Sentences are short; the silences between them do most of the work.
- The narrator never explains the supernatural — it observes.
- The narrator never addresses the player as a player ("you, the visitor"). Only as the character ("you").
- No metafiction, no winks, no "you are clearly in a video game" jokes.
- No proper-noun villains. The things in Halfstreet are nameless.
Rooms
Format:
id· title · one-sentence first-visit prose · exits · items · encounter · safe?
| 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.)
Items
| 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
| id | room | initial phase | resolution path | failure path |
|---|---|---|---|---|
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
letterRead— set after reading the opening letter; gates first hintrevenantLaid— set on revenant resolution; required for true endinghoundPassed— set on hound resolution; required to reach vaultwatcherSpared— set on chapel-watcher resolution; alternate path to a hintphotographSeen— set on examining the attic photograph; unlocks bad endingtheThingDisturbed— set if the player attacks the thing in the vault; forces wrong endingtheThingRecognised— set if the player has read the burial register and laid the revenant before reaching the vault; forces true ending
Endings
True ending (when theThingRecognised and not theThingDisturbed)
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 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)
You stand in the vault. The thing under the cloth shifts. It was not waiting to be freed. 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)
[ The Gate ]
You have arrived at the address you were given. There is no sign,
no number on the gate — only an iron star, twisted and bent, set
into the rust like a wound. The road behind you is gone.
A wind rises from somewhere under the house. The gate, you find,
is not locked.
You are carrying: a folded letter, a box of safety matches.
>
Closing notes for the room-prose authoring
- Each room gets three description blocks:
firstVisit(180–280 chars),revisit(40–80 chars),examined(300–450 chars). - Per-object descriptions:
short(under 30 chars),long(200–400 chars). - Encounter narration: each transition gets one sentence, max two; default-wrong-verb narration for each encounter is one sentence.
- 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.