1  "Figaro" by Victor Gijsbers The story headline is "A co-authored revenge". The story genre is "Example". Include Simple Chat by Mark Tilford. Include Basic Screen Effects by Emily Short. When play begins: say "You suspect your wife Susanna of adultery. So you have convinced everyone that you are gone on a trip to Toulouse, and you have hidden yourself in the big trunk in your marital bedroom. Let's wait and see what happens."; wait for any key. After printing the banner text, say "This work is licensed under the GNU Public License, version 2 or later. [line break]Please type ABOUT for important information.". Section 1 - Stuff in the initial room The Bedroom is a room. The description of the bedroom is "[if the player is in the trunk]You have hidden yourself in a trunk, which is currently closed. You can peek through the keyhole, if you so desire.[otherwise]You are not a rich man, and therefore your marital bedroom is not richly decorated. In fact, it only contains a huge bed (which you made yourself just before you wedded) and a trunk.[end if]". The trunk is in the bedroom. The description of the trunk is "A big trunk in which a man would just fit. He might even be able to peek through the keyhole." The trunk is a closed, openable, unlocked, transparent, enterable, scenery container. It is fixed in place. The keyhole is part of the trunk. Instead of examining the keyhole: try peeking. The player is in the trunk. The description of the player is "You are Figaro, the smartest servant in the world.". The bed is in the bedroom. The description of the bed is "You can sleep on it, or do other things entirely.". The bed is an enterable scenery supporter. It is fixed in place. Section 2 - Taking inventory Instead of taking inventory for the first time: run a conversation from sc_inv_1. sc_inv_1, sc_inv_2, sc_inv_4, sc_inv_5, sc_inv_6, sc_inv_7, sc_inv_8 and sc_inv_3 are chat nodes. Instead of giving text for sc_inv_1: say "[italic type]Maybe you are carrying an axe, to take bloody revenge?[roman type]". Instead of finding responses to sc_inv_1: link to sc_inv_2; link to sc_inv_3. Instead of giving link to sc_inv_2: say "Yes. ". Instead of giving text for sc_inv_2: move the axe to the player; try taking inventory. Instead of giving link to sc_inv_3: say "No, I'm not blood-thirsty." Instead of giving text for sc_inv_3: say "[italic type]Ok. What about a cream pie, for comic revenge?[roman type]". Instead of finding responses to sc_inv_3: link to sc_inv_4; link to sc_inv_5. Instead of giving link to sc_inv_4: say "Yes. ". Instead of giving text for sc_inv_4: move the cream pie to the player; try taking inventory. Instead of giving link to sc_inv_5: say "No, I'm a bit more serious than that." Instead of giving text for sc_inv_5: say "[italic type]Ok, my final offer: a photo camera, for blackmail.[roman type]". Instead of finding responses to sc_inv_5: link to sc_inv_6; link to sc_inv_7; link to sc_inv_8. Instead of giving link to sc_inv_6: say "Yes. ". Instead of giving text for sc_inv_6: move the photo camera to the player; try taking inventory. Instead of giving link to sc_inv_7: say "In that case, I'd rather have the axe. ". Instead of giving text for sc_inv_7: move the axe to the player; try taking inventory. Instead of giving link to sc_inv_8: say "In that case, I'd rather have the pie.". Instead of giving text for sc_inv_8: move the cream pie to the player; try taking inventory. The axe is a thing. The description of the axe is "Heavy, sharp; ideal for killing adulterers.". The cream pie is a thing. The description of the cream pie is "A big cream pie, with lots of extra cream. Fun assured at parties.". Instead of eating the pie, say "No, you have it for another purpose.". The photo camera is a thing. The description of the photo camera is "Ideal for making pictures of people you'd like to blackmail.". Instead of dropping something: say "No, you might need that.". Section 3a - Peeking Peeking is an action applying to nothing. Understand "peek" as peeking. Understand "look through keyhole" as peeking. Understand "spy" as peeking. Understand "peek through keyhole" as peeking. Before peeking: if the player is not in the trunk, say "You are out of the trunk!" instead. Instead of peeking: if susanna is not in the bedroom, say "She isn't here yet. You'll have to wait a bit longer."; if cherubino is in the bedroom, say "Your wife and Cherubino are kissing like madmen!"; if the count is in the bedroom, say "The count is having his way with your wife as if she were a common whore!"; if barbarina is in the the bedroom, say "Well, the two of them are just--well, talking."; if the mystery man is in the bedroom and the mystery man is known, try examining the mystery man; if the mystery man is in the bedroom and the mystery man is unknown begin; say "You peek through the keyhole of the large chest. The room outside is dimly lit, and it is hard to make out the features of the two people kissing in the corner. You can easily recognise the woman as Susanna (who couldn’t recognise his own wife?); but the man..."; now the mystery man is known; end if. sc_peek_1, sc_peek_2, sc_peek_4, sc_peek_5, sc_peek_6, sc_peek_7 and sc_peek_3 are chat nodes. Instead of giving text for sc_peek_1: say "[italic type]Perhaps it is Cherubino, the effeminate servant boy?[roman type]". Instead of finding responses to sc_peek_1: link to sc_peek_2; link to sc_peek_3. Instead of giving link to sc_peek_2: say "Yes, that's the romantic type she'd fall for. ". Instead of giving text for sc_peek_2: remove the mystery man from play; move cherubino to the bedroom; say "Your wife is kissing that pathetic boy, Cherubino!". Instead of giving link to sc_peek_3: say "No, she wouldn't fall for him." Instead of giving text for sc_peek_3: say "[italic type]Ok; maybe the count Almaviva himself?[roman type]". Instead of finding responses to sc_peek_3: link to sc_peek_4; link to sc_peek_5. Instead of giving link to sc_peek_4: say "Yes! The bastard! ". Instead of giving text for sc_peek_4: remove the mystery man from play; move the count to the bedroom; say "Unbelievable! Your wife is kissing the horrid, slimy count Almaviva--and it appears as if she has a good time too!". Instead of giving link to sc_peek_5: say "No, it's not the count either." Instead of giving text for sc_peek_5: say "[italic type]Ok, what about the girl Barbarina? And they aren't really kissing either! It was all just a figment of your jealous imagination.[roman type]". Instead of finding responses to sc_peek_5: link to sc_peek_6; link to sc_peek_7. Instead of giving link to sc_peek_6: say "Great! Let's do that! ". Instead of giving text for sc_peek_6: remove the mystery man from play; move barbarina to the bedroom; say "Now that you look closely, maybe it's not a man at all. And... uhm, well. Perhaps they aren't kissing. Not as such. More like talking to each other. Its just Susanna and her good friend Barbarina.". Instead of giving link to sc_peek_7: say "No; in that case I'd rather have the lecherous count.". Instead of giving text for sc_peek_7: remove the mystery man from play; move the count to the bedroom; say "Unbelievable! Your wife is kissing the horrid, slimy count Almaviva--and it appears as if she has a good time too!". Section 3b - Using the axe Instead of attacking the count when the player has the axe: say "His brains splash all over the wall!"; end the game saying "That's what happens to adulterers!". Instead of attacking cherubino when the player has the axe: say "His brains splash all over the wall!"; end the game saying "That's what happens to adulterers!". Instead of attacking susanna when the player has the axe: say "Her brains splash all over the wall!"; end the game saying "That will teach her a lesson she'll never forget!". Section 3c - Using the pie Pieing is an action applying to one visible thing. Understand "pie [someone]" as pieing. Instead of throwing the pie at something, try pieing the second noun. Instead of attacking something when the player has the pie, try pieing the noun. Instead of putting the pie on something, try pieing the second noun. Before pieing something: if the player does not have the pie, say "You don't have a pie!". Instead of pieing something: say "It's no use pieing that.". Instead of pieing cherubino: say "You push the pie right into his face. He starts screaming and crying."; end the game saying "That will teach him a lesson!". Instead of pieing the count: say "You push the pie right into his face. The count doesn't seem amused."; end the game saying "Oh well, you've gotten away with worse indiscretions.". Instead of pieing susanna: say "You push the pie right into her face and laugh."; end the game saying "That will teach her!". Section 3d - Using the camera Photographing is an action applying to one visible thing and requiring light. Understand "photograph [someone]" as photographing. Understand "take a picture of [someone]" as photographing. Understand "make a photo of [someone]" as photographing. Before photographing: if the player does not have the camera, say "You don't have a camera!" instead; if the player is in the trunk, say "You can't make a photograph through the keyhole." instead. Instead of photographing the count: say "Click!"; end the game saying "First class blackmailing material!". Instead of photographing cherubino: say "Click!"; end the game saying "First class blackmailing material! A pity Cherubino is not rich.". Instead of photographing susanna: say "Click!"; end the game saying "Another one for in the family album!". Instead of photographing the player, say "You're not here for a self-portrait.". Section 4 - Opening the trunk Instead of exiting when the player is in the trunk: try opening the trunk. Instead of jumping when the player is in the trunk: try opening the trunk. Instead of going up when the player is in the trunk: try opening the trunk. Before opening the trunk: if susanna is not in the bedroom, say "No; you should wait until Susanna enters the bedroom with her lover. Then you may reveal yourself." instead; if the count is not in the bedroom and cherubino is not in the bedroom and barbarina is not in the bedroom, say "Better to peek through the keyhole first, and see if the time is right." instead; if the trunk is locked begin; say "Try as you may, you can't get out. The trunk is locked."; if barbarina is in the bedroom, end the game saying "That will teach you, jealous freak!"; if barbarina is not in the bedroom, end the game saying "All night, you are powerlessly locked up while your wife indulges in unspeakable acts of fornication not six feet away from you."; end if. Instead of opening the trunk: say "Brandishing your [if the player has the axe]axe[end if][if the player has the pie]cream pie[end if][if the player has the camera]photo camera[end if], you jump out of the trunk. 'Surprise!', you cry."; now the trunk is open; move the player to the bedroom, without printing a room description; if barbarina is in the room begin; say "Susanna looks at you in surprise. 'What were you doing in that trunk, my dear?' And damn her if she isn't smart enough to understand why you were there."; end the game saying "You are mocked endlessly for your jealous fantasies."; end if. Section 5 - People Susanna is a woman. The description of Susanna is "Your beautiful, beloved, [if barbarina is in the room]faithful[otherwise]unfaithful[end if] wife." Understand "wife" as susanna. Cherubino is a man. The description of Cherubino is "A foppish boy, no older than eighteen.". Count Almaviva is a man. The description of the count is "Your employer is a lecherous old man.". Barbarina is a woman. The description of barbarina is "A sweet little girl, utterly innocent.". Mystery man is a man. Instead of examining the mystery man, run a conversation from sc_peek_1. An every turn rule: if the player is in the trunk for exactly eight turns begin; move susanna to the bedroom; move mystery man to the bedroom; say "You hear the door open, and Susanna enters the room--with someone else!"; end if. An every turn rule: if the player is in the trunk for exactly 14 turns begin; say "Susanna's voice: 'Now who left that stupid trunk unlocked? Wait a moment, I'll just lock it.'"; end if. An every turn rule: if the player is in the trunk for exactly 15 turns begin; say "The sound of the key in the lock."; now the trunk is not transparent; now the trunk is locked; end if. Section 6 - About Abouting is an action out of world. Understand "about" and "help" as abouting. Report abouting: say "This game is an instructive example, not a real game. It is meant to illustrate some claims made by me in my essay [italic type]Co-authorship and Community[roman type], which I entered in the Innovation Comp. [paragraph break][italic type]Figaro[roman type] will be over in a few short moves, but before it is over it will have demonstrated the possibility--even within the current authoring systems--of allowing the player greater-than-normal control over the world and the story.[paragraph break]".