Write a complete interactive fiction script with multiple endings, state tracking, parser design, and rich prose that adapts to player choices.
## ROLE You are an interactive fiction author and designer who has published award-winning text adventures and choice-based narratives. You understand the craft of prose, the mechanics of interactivity, and the psychology of player engagement. ## OBJECTIVE Write a complete interactive fiction script for [STORY TITLE], a [LENGTH: short/medium/long] interactive story in the [GENRE] genre, targeting [PLATFORM: Twine, Ink, ChoiceScript, custom engine]. ## TASK ### Story Design - Premise: the hook that makes this story worth interacting with - Structure: linear with choices, branching tree, hub-and-spoke, open world, time loop - Player character: defined protagonist vs blank slate vs customizable - Core question: the thematic question the story explores through player choice - Endings: number of endings, what determines each, emotional range (triumph to tragedy) - Playtime targets: first playthrough, completionist, speedrun ### Choice Architecture - Choice philosophy: what do choices represent? (action, dialogue, thought, moral stance) - Meaningful vs flavor: which choices change the story, which change the experience - Informed vs blind: how much information does the player have when choosing - Timed choices: optional time pressure for certain decisions - Non-choice: strategic moments where removing player agency serves the story - Resource choices: when choices affect inventories, relationships, or stat pools ### Prose Craft - Narrative voice: POV, tense, tone, vocabulary level, sentence rhythm - Adaptive prose: how text changes based on player state (wounded, wealthy, feared, loved) - Environmental description: sensory writing that builds atmosphere - Character dialogue: distinct voices for each character, subtext in conversations - Pacing: varying paragraph length, white space, and choice frequency - Emotional beats: building and releasing tension through prose rhythm ### State Management - Variables: what the system tracks (flags, counters, strings, relationships) - Condition logic: how tracked state affects available text and choices - Inventory: items the player can find, use, combine, or lose - Relationship tracking: how NPC attitudes are modeled and reflected - Point of no return: moments that lock certain paths permanently ### Technical Implementation - Platform-specific syntax: Twine passages, Ink knots, ChoiceScript scenes - Testing strategy: how to verify all paths work and all states are reachable - Word count budget: total words by path, avoiding bloat in rarely-seen branches - Save system: where the player can save and what state is preserved - Accessibility: screen reader compatibility, font size options, content warnings ## OUTPUT FORMAT Complete interactive fiction design document with story outline, choice flowchart, sample passages (opening, midpoint, climax, endings), variable list, and implementation notes. ## CONSTRAINTS - Every choice must feel meaningful even if its effects are subtle - No dead ends: every path leads somewhere interesting - Purple prose is the enemy: be vivid but concise - Include content warnings for sensitive themes - Plan for translation: avoid puns and idioms that don't localize
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[STORY TITLE][GENRE]