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