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394 lines
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394 lines
12 KiB
Plaintext
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CHECKPOINT
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__________
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14 January 1985
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Comments to Stu Galley
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RAISONS D'ETRE
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_______ ______
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* This is a collection of stories in one product. Some of the
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stories should be short enough to finish in one session. All of
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the stories take place in the same general setting.
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* The setting should justify some of the limitations of our current
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technology. Since it is hard to converse with characters, all or
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most of them don't understand English. Since "geography" is
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limited in scope, the setting is on trains and in stations, where
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movement is naturally restricted.
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SYNOPSES
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________
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All of the stories are based on a similar plot; the difference among them is
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which role you play in the story. I visualize printing the beginning of each
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_____ ____
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variation in the browsie, and continuing it on the screen. In each variation,
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you can also choose between easier and harder levels of difficulty.
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"Traveller" Variation:
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___________ __________
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You're travelling alone, on business of some kind, on a train in the European
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country of Frotzerland (see below). Suddenly a fellow passenger, recognizing
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you as friendly, bursts into your compartment. He explains that he wants to
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entrust his briefcase to you while he handles some dangerous business, but it's
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*DRAFT* Checkpoint *DRAFT* 3/4/85 11:29 Page 2
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Proprietary Information of Infocom, Inc. (Company Confidential)
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vital that you follow his instructions, which vary depending on the level.
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Then he dashes out, and a short time later you see his body falling from the
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roof past your window. Obviously the "bad guys" are after his briefcase and/or
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the "MacGuffin"! When you open the briefcase (which is in itself a puzzle),
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you discover the MacGuffin or clue(s) as to how to acquire it.
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The easier level has these features:
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* The briefcase contains the MacGuffin, as well as a camera and the
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name of an object (chosen by the program from a secret list),
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which is a password that you have to say to whoever meets the
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train. So you have to reach the frontier, pass customs with the
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MacGuffin, and deliver it to the contact (a "good guy") who will
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meet the train at the first station across the frontier -- all
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while avoiding the "bad guy(s)" and not attracting attention to
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yourself.
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* The "bad" spy (who killed the "good" spy in the beginning) tries
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to get the MacGuffin from you, without explicit violence. You
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must avoid him/her, or you can get trapped and killed.
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The harder level has the above features, plus these new ones:
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* The briefcase contains the names of two objects, the password and
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___
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a "passobject" that you have to display so the contact can
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recognize you. The "good" spy had such an object, but now he's
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gone, so you have to improvise the passobject somehow.
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* The "bad" spy is more aggressive and smart, and he/she will force
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you to fight rather than flee. (Rated PG)
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* You don't have the MacGuffin at the start; you must first contact
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an agent at the next train station down the line by displaying a
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second passobject in order to receive the MacGuffin.
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* You're not on the right train for meeting the final contact. You
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must consult your timetable, change your itinerary, buy a new
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ticket, catch the right train at the right station, and proceed
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as before.
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* There's also a pickpocket on the loose. If you bump into
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him/her, you may lose some item that you're carrying. (I suppose
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the briefcase is immune, but on the other hand it's a pain to
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keep things in it.)
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*DRAFT* Checkpoint *DRAFT* 3/4/85 11:29 Page 3
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Proprietary Information of Infocom, Inc. (Company Confidential)
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"Spy" Variation:
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_____ __________
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In this variation you play the role of the "bad" spy that goes after the
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"innocent" traveller and the MacGuffin. Naturally, you think of yourself as a
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"good" spy. Your goal is to find the MacGuffin and alter it so that the "bad
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guys" receive false information. You begin on the roof of the train and
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immediately fight the "bad" spy (who's "good" in the "traveller" variation).
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Assuming that you win the fight, you next have to find the traveller with the
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MacGuffin (or, in the harder level, the info to acquire it). You could try to
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get the briefcase and snoop in it, observe the other passengers' behavior (or
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speak to them in English, but they may not answer), and/or observe the platform
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during stops. Once you locate the MacGuffin, you have to fight or trick the
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courier, acquire the MacGuffin, alter it, and either return it to the courier
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or deliver it yourself (using password and passobject).
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Any feature not mentioned in the following lists is like the previous
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variation. The easier level has these features:
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* The traveller carries the briefcase all the time, so you can tell
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who s/he is. But you can't acquire it without trickery or
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violence.
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* You have limited means of aggression, e.g. just a gun and no
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special abilities.
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The harder level has the above features, plus these new ones:
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* The traveller hides the briefcase whenever feasible, so you can't
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tell who s/he is. If you can find and open it, you may get
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clues.
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* You have no weapon, but you can indulge in some unarmed violence
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(rated PG) or trickery (e.g. pose as contact, or acquire
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passobject and pose as traveller) to try to get what you want.
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*DRAFT* Checkpoint *DRAFT* 3/4/85 11:29 Page 4
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Proprietary Information of Infocom, Inc. (Company Confidential)
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"Conductor" Variation:
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___________ __________
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Your role is the conductor on the train, and your goal is to avoid getting
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blamed for any trouble that occurs in your jurisdiction, like delays,
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stowaways, violence, or smuggling. (Note: as a conductor, you can speak the
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local language, which thus will be "dubbed" into English; but by the same taken
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the "traveller," spy, etc. will be dubbed into Frotzian.) Your first duty is
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to punch all passengers' tickets after each stop; if you miss one, he/she will
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turn out to be a railway employee who is testing your performance, and you lose
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your job. (This means you can't freely observe the suspect(s) during
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ticket-punching time, so the McGuffin may change hands without your knowing
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it.) Your second duty is to stand at the front end of the platform in each
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station and give the order for the train to depart. At the frontier
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checkpoint, you should stand by the customs agent and try to detect any
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smuggling, such as the MacGuffin. If you observe the passengers while making
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your rounds, you might be able to spot someone on a spy mission by their odd
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behavior.
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Any feature not mentioned in the following lists is like the previous
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variations. The easier level has these features:
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* It is sufficient to catch either traveller or spy with the
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McGuffin in hand. At the checkpoint, all passengers empty their
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pockets to aid inspection.
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The harder level has the above features, plus these new ones:
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* At the beginning, your train isn't headed for the frontier. But,
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if you report spy activity to a station guard, you will receive a
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new assignment on the train that the traveller and spy will use.
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(Your bosses will explain that a professional agent is replacing
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you in order to catch the spies; but -- by Murphy's Law -- the
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spies change trains too!)
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* You get a better ending if you don't apprehend the smuggler at
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the checkpoint, but rather apprehend the contact also, at the
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*DRAFT* Checkpoint *DRAFT* 3/4/85 11:29 Page 5
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Proprietary Information of Infocom, Inc. (Company Confidential)
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station past the checkpoint.
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Other features:
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_____ _________
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For variety, the variations also differ in:
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* which objects are the password and passobject (and in the harder
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levels the passobject is harder to obtain);
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* which fellow passenger is the "bad" spy (this is especially
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appropriate for a spy story, since appearances deceive and all
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that);
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* which person waiting at the station is your contact (ditto);
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* and perhaps which train you begin on, thus changing your plan for
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catching the right connecting train (so it's vital to have the
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timetable and hence the package, in order to play).
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INNOVATIONS
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___________
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Characters: Besides the "major" characters, with whom you can have some
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meaningful interaction, there will be numerous "extras" appearing in the
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"crowd" scenes, such as on the train and the platforms. (Other new products,
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such as "Cutthroats" and "Suspect," have these to some extent.)
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Limited freedom of action: Since you're on a train most of the time, the
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limited geography is more acceptable, as is the slow way you move about. Also,
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it would be fun if the "bad guys" could capture you, bind and gag you, injure
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you, etc. Then many verbs would not work, and you'd have to escape by some
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cleverness.
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*DRAFT* Checkpoint *DRAFT* 3/4/85 11:29 Page 6
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Proprietary Information of Infocom, Inc. (Company Confidential)
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SETTING
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_______
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Some people might think that the story should be set in a real country, like
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Yugoslavia. It would immediately lend realism and a sense of "being there."
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But there are problems. Would a player who happens to know Croatian complain
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that the other characters don't understand it? Or, more likely, would the
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story's timetable have to conform with a real one from that country? Would
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everything have to be realistic: train layout, station layout, food menu, ...?
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To avoid these problems, I'm assuming (for now) that the country is fictitious.
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Frotzerland is a country somewhere in the middle of Europe, with a neutral but
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paranoid government. (Any similarity to actual countries living or dead is
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just "tough noogies.") The Frotz National Railway ("Ferroglip Natsiolim
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Frotzilim") tends to run on time, so you can usually depend on the printed
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timetable. All action takes place on the trains and in the stations. A train
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is made up of several identical passenger cars (technical note: single ROOMs
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serve multiple locations), each with several compartments, a corridor, and two
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rest rooms; also cars for baggage and dining. The stations are all identical
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too, with these interesting rooms: platform, waiting room, cafe/store, rest
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rooms, ticket/info window, baggage room. You can't leave a station without
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boarding a train, since the police would take you in for an improper visa.
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CHARACTERS
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__________
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The characters include:
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* The innocent traveller, who through pure chance gets mixed up in
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spy business
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* The "good" spy (at the beginning) is a James Bond type, daring
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enough to go fight the "bad" spy and lose big.
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*DRAFT* Checkpoint *DRAFT* 3/4/85 11:29 Page 7
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Proprietary Information of Infocom, Inc. (Company Confidential)
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* The "bad" spy
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* The train conductor -- helpful but suspicious, s/he doesn't want
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trouble in HIS (or HER) jurisdiction.
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* The contact(s)
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* Waiters, clerks, passengers, spear carriers, etc.
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Some of the characters will be chosen from the following list, depending on
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which plot variation you choose. (Appearances will be randomly matched with
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personalities.)
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* a devious "femme fatale"
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* an attractive man
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* a merciless, masculine woman
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* a jovial, rotund, threatening man
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* a regal older woman
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* a tall, thin silent man
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* and so on
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PACKAGE
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_______
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* In the "browsie" could be a short prose introduction to each
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plot, in lieu of a long "boot screen."
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* Timetable (and route map?) should be printed in a color(s) that
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can't easily be photocopied, and it should be a "feelie" so
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pirates can't read it in their local store.
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* train ticket(s)
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* "sound sheet" with useless phrases in Frotzian and English
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* tourist guide to Frotzerland for "browsie"
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