Dialogue
Dialogue scenes are written the way a screenwriter drafts them - a scene, some alternate line readings, and the other character's possible replies. This is deliberately not a scripting language; if a scene starts feeling like code, it has gone wrong.
Add a ## Dialogue chapter:
## Dialogue
### Veil Hail (veil_hail)
---
Speaker: veil
When: comms
---
% Well now. Fresh freight, flying no colors we fear.
% You are a long way from the lanterns, captain.
- [Back away slowly](veil_parting)
- [Warn them off](veil_standoff) if fearsome > 20
- [Offer a toll](veil_toll) if credits >= 200
### The Toll (veil_toll)
---
Speaker: veil
---
% Smart. The Reach teaches quick or it buries slow. Leave the crates.
- [Pay it](veil_parting) ; costs 200 credits, earns veil selfish 5
### Standoff (veil_standoff)
---
Speaker: veil
---
% Big words for a convoy dog. Say them again with your guns lit.
- [Hold your course](veil_parting) ; earns veil fearsome 10
- [Stand down](veil_parting) ; earns veil cowardly 5
### Parting (veil_parting)
---
Speaker: veil
---
% Fly on, then. The dark is patient.
How to read a scene
- Speaker - whose face and name the message wears: a clan key, a captain
key, or a cast key.
When: commsmarks the scene that opens when a player hails that speaker's station. %lines are alternate takes. The game performs one, at random. Write two or three so the character doesn't repeat like a recording.- A take can be conditional:
%{standing < -20} You again. Bold.plays only when its condition holds - so the same hail can read differently to a hated rival, a stranger, and a friend. First matching take wins. - [Label](next_scene)lines are the player's replies. The label is the line the player speaks; the(key)is the scene it leads to. Two optional clauses:if <condition>- the reply is only offered when it's true (if fearsome > 20: only a feared captain gets the intimidation option).; <consequences>- what choosing it does, comma-separated:costs 200 credits,earns veil fearsome 10,signal veil_paid.
- A scene with no replies (like Parting) simply ends the conversation.
Conditions can reference the seven trait poles, credits, and - in a
captain's scene - standing, his personal opinion of the player. That
vocabulary is the whole of it, and that's on purpose.
In play
Hail a Veil station and the scene tree above is the conversation - with the player's reputation deciding which lines exist.
Every voice needs a scene
Any character whose fact sheet names a Scene: (Harbormaster Quill, Brother
Calen) needs that scene written here, with the character's key as Speaker:.
The complete example shows them all wired up.
Next: The dials - only if you want them.