Adventurers' Creed (for your amusement)

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Raksab

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May 26, 2007, 3:17:23 AM5/26/07
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I got bored and started writing some "rules" for adventurers, similar
to Murphy's Laws and reminiscent of the Grand List of RPG cliches. I
was going to stick it in a game as an easter egg, but it gradually got
longer and longer, and when it passed 32 lines, I7 refused to compile
with a complaint that it was "too much text in quotations." (Next
time I should use a menu or something, I guess.)

So here's the list, just for your reading fun. Feel free to add and
enjoy.

The Adventurer's Creed:

1. If it's not nailed down, pick it up and carry it around with you.
2. If you can't pick it up, try pushing it.
3. If it moves, talk to it.
4. If it goes up, climb it.
5. If it's a light source, a key, or a weapon, you will need to
acquire it (by any means necessary) at the earliest opportunity.
6. Stealing is only bad if you get caught. Same with spying.
7. The best way to learn about a strange device is to play with it.
8. Do not eat or drink anything you find, no matter how tasty it
looks. Either it's poisonous, intended for somebody else, or has to
be saved for some arcane use.
9. Unless it's absinthe. Then it's very important for you to drink it.
10. The safe is always locked.
11. But don't give up, because the combination is always written down
somewhere, frequently on the walls or furniture. Same with passwords.
12. Most of the doors are locked, even if they're inside a secure
building.
13. No two doors can be opened with the same key, unless the key is an
ID card.
14. If you are wearing a uniform and badge, whether or not they are
yours, nobody in high-security establishments will look twice at you.
15. Managers and bosses do not take up adventuring. You are always a
janitor, apprentice, fortune seeker, or low-ranking grunt.
16. If you happen to be a person of status, it's not a high enough
status to get people to do what you want.
17. People do not mind being interrogated even if they've just met
you.
18. Everybody always has better things to do than obey you, even if
they are in fact doing nothing but standing there.
19. You are the only person compulsively collecting stuff. Other
people only keep items they find useful.
20. If it can be turned on and off, it will be off when you get there.
21. Furthermore, half the time the power will not be connected.
22. Always check underneath and behind furniture.
23. Always look in bushes and hedges. Inspect the fences while you're
at it.
24. If you can't reach something, try standing on furniture.
25. If no furniture is handy, try moving some in from nearby
locations.
26. Furniture that is not useful to you will be glued to the floor.
27. A fully furnished place should include tables, desks and chairs,
and should be decorated with paintings, rugs and mirrors.
28. Always look inside every drawer, container and cupboard.
29. All adventurers are superstitious about breaking mirrors.
30. If a door or container is locked, you will need to open it before
the end of the trip.
31. You are always literate.
32. Make sure to stop and read every piece of writing you come
across.
33. Don't worry, this won't take long. Every book you find, no matter
how big and heavy it is, will not contain more than two pages' worth
of text.
34. Looking at a book is not always the same as reading it. Examining
an open container is not always the same as looking inside it.
35. In most circumstances, you can reliably tell which way is north
even without any equipment or a view of the sky.
36. But matter how good your navigation skills, you cannot get
anywhere in the dark.
37. Anything you do can get you killed, including doing nothing.
38. Nobody you meet is neutral. Everyone is either there to help you
or there to get in your way, or possibly both.
39. Virtually everything you find is flameproof and shatter-resistant.
40. You are always good-looking, self-possessed, and a lousy singer.
(But it never hurts to check.)
41. If you get bored, try saying a magic word.
42. If you get stuck, pray.
43. When in danger or in doubt, run in circles, scream and shout.
44. If all else fails, try resorting to violence.
45. If even that doesn't help, remember suicide can be a wholesome and
entertaining pastime.
46. Don't expect any of the above to produce any useful results,
though.
47. Don't be surprised if it does, though. You never know till you
try it.
48. Don't hop up and down if you're near a long drop.
49. If you notice a thing when you walk into the room, no matter how
ordinary it seems, make sure to get a better look at it.
50. If you stumble into a bunch of rooms that all look the same, start
emptying your pockets.
51. The best thing to do with valuables is pile them all up in a
special room.
52. Saying no is often smarter than saying yes.
53. However, it's a lot less fun.


p.s. Obviously there are games out there that break these rules. I
know. I was just exaggerating for comic effect, kthx.

Matthew T. Russotto

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May 26, 2007, 11:38:19 AM5/26/07
to
In article <1180163843.3...@o11g2000prd.googlegroups.com>,
Raksab <thel...@hotmail.com> wrote:

>So here's the list, just for your reading fun. Feel free to add and
>enjoy.
>
>The Adventurer's Creed:
>

>10. The safe is always locked.
>11. But don't give up, because the combination is always written down
>somewhere, frequently on the walls or furniture. Same with passwords.

Heh. This one applies somewhat in real life. Particularly with passwords.

>14. If you are wearing a uniform and badge, whether or not they are
>yours, nobody in high-security establishments will look twice at you.

Another one which applies surprisingly often in real life, judging
from what I read in the papers.

>33. Don't worry, this won't take long. Every book you find, no matter
>how big and heavy it is, will not contain more than two pages' worth
>of text.

Thank you, Gannett. :-)

>53. However, it's a lot less fun.

54. Maybe it's all a dream.

--
There's no such thing as a free lunch, but certain accounting practices can
result in a fully-depreciated one.

Al

unread,
May 27, 2007, 10:33:23 PM5/27/07
to
Here's how to do it in Inform 7:

<code>
Start Room is a room.
"You standard everyday IF game starting location".

a piece of paper is in Start Room.

instead of examining the paper:
say "

The Adventurer's Creed:

1. If it's not nailed down, pick it up and carry it around with you.

[line break]
2. If you can't pick it up, try pushing it. [line break]
3. If it moves, talk to it. [line break]
4. If it goes up, climb it. [line break]
5. If it's a light source, a key, or a weapon, you will need to [line
break]
acquire it (by any means necessary) at the earliest opportunity. [line
break]
6. Stealing is only bad if you get caught. Same with spying. [line
break]


7. The best way to learn about a strange device is to play with it.

[line break]
8. Do not eat or drink anything you find, no matter how tasty it [line
break]


looks. Either it's poisonous, intended for somebody else, or has to

be saved for some arcane use. [line break]


9. Unless it's absinthe. Then it's very important for you to drink it.

[line break]
10. The safe is always locked. [line break]


11. But don't give up, because the combination is always written down

[line break]


somewhere, frequently on the walls or furniture. Same with passwords.

[line break]


12. Most of the doors are locked, even if they're inside a secure

building. [line break]


13. No two doors can be opened with the same key, unless the key is an

ID card. [line break]


14. If you are wearing a uniform and badge, whether or not they are

[line break]


yours, nobody in high-security establishments will look twice at you.

[line break]


15. Managers and bosses do not take up adventuring. You are always a

[line break]
janitor, apprentice, fortune seeker, or low-ranking grunt. [line
break]


16. If you happen to be a person of status, it's not a high enough

[line break]
status to get people to do what you want. [line break]


17. People do not mind being interrogated even if they've just met

you. [line break]


18. Everybody always has better things to do than obey you, even if

[line break]
they are in fact doing nothing but standing there. [line break]


19. You are the only person compulsively collecting stuff. Other

[line break]
people only keep items they find useful. [line break]


20. If it can be turned on and off, it will be off when you get there.

[line break]";
say "21. Furthermore, half the time the power will not be connected.
[line break]
22. Always check underneath and behind furniture. [line break]


23. Always look in bushes and hedges. Inspect the fences while you're

at it. [line break]
24. If you can't reach something, try standing on furniture. [line
break]


25. If no furniture is handy, try moving some in from nearby

locations. [line break]


26. Furniture that is not useful to you will be glued to the floor.

[line break]


27. A fully furnished place should include tables, desks and chairs,

[line break]
and should be decorated with paintings, rugs and mirrors. [line break]
28. Always look inside every drawer, container and cupboard. [line
break]
29. All adventurers are superstitious about breaking mirrors. [line
break]


30. If a door or container is locked, you will need to open it before

the end of the trip. [line break]
31. You are always literate. [line break]


32. Make sure to stop and read every piece of writing you come across.

[line break]


33. Don't worry, this won't take long. Every book you find, no
matter
how big and heavy it is, will not contain more than two pages' worth

of text. [line break]


34. Looking at a book is not always the same as reading it. Examining

[line break]
an open container is not always the same as looking inside it. [line
break]


35. In most circumstances, you can reliably tell which way is north

[line break]
even without any equipment or a view of the sky. [line break]


36. But matter how good your navigation skills, you cannot get

anywhere in the dark. [line break]";
say "37. Anything you do can get you killed, including doing nothing.
[line break]


38. Nobody you meet is neutral. Everyone is either there to help you

[line break]
or there to get in your way, or possibly both. [line break]


39. Virtually everything you find is flameproof and shatter-resistant.

[line break]


40. You are always good-looking, self-possessed, and a lousy singer.

[line break]
(But it never hurts to check.) [line break]
41. If you get bored, try saying a magic word. [line break]
42. If you get stuck, pray. [line break]


43. When in danger or in doubt, run in circles, scream and shout.

[line break]
44. If all else fails, try resorting to violence. [line break]


45. If even that doesn't help, remember suicide can be a wholesome and

entertaining pastime. [line break]


46. Don't expect any of the above to produce any useful results,

though. [line break]


47. Don't be surprised if it does, though. You never know till you

try it. [line break]
48. Don't hop up and down if you're near a long drop. [line break]


49. If you notice a thing when you walk into the room, no matter how

[line break]
ordinary it seems, make sure to get a better look at it. [line break]


50. If you stumble into a bunch of rooms that all look the same, start

[line break]
emptying your pockets. [line break]


51. The best thing to do with valuables is pile them all up in a

special room. [line break]
52. Saying no is often smarter than saying yes. [line break]
53. However, it's a lot less fun. [line break]".

<code>

Raksab

unread,
May 28, 2007, 1:24:56 AM5/28/07
to

Nope, like I said, it doesn't work. I appreciate your help, but I
already tried that and I7 just complains "too much text in quotations"
and refuses to compile.

If I wanted to stick it in a game, I'd have to resort to some
ingenuity. Straight-up "say this" doesn't do it.

Depresiv

unread,
May 28, 2007, 1:41:52 AM5/28/07
to
> Nope, like I said, it doesn't work. I appreciate your help, but I
> already tried that and I7 just complains "too much text in quotations"
> and refuses to compile.
>
> If I wanted to stick it in a game, I'd have to resort to some
> ingenuity. Straight-up "say this" doesn't do it.

There's a little trick to avoid that problem:

<code>
Start Room is a room.
"You standard everyday IF game starting location".

a piece of paper is in Start Room.

instead of examining the paper:
say "

The Adventurer's Creed:[line preak]

[line break][additional]".

The paper has some text called adittional.

The additional of the paper is "27. A fully furnished place should

Raksab

unread,
May 28, 2007, 1:04:09 PM5/28/07
to


Still getting complaints of too much code even after I corrected the
typos and plugged it in, but I think I get the basic idea. Thanks for
the tip.

Mark Edwards

unread,
May 29, 2007, 9:53:34 PM5/29/07
to
Try this (I've compiled and tested it in I7 so know it works)... It's
not as elegant as doing it all in one quote, but if it works ... :-)


Cheers,
Mark

[==begin code==]
"The Adventurer's Creed"

Your Location is a room with description "Just your usual, everyday
starting location."
A piece of paper is in your location.

Instead of examining a piece of paper:
say "[bold type]The Adventurer's Creed[roman type][line break]";
say "1. If it's not nailed down, pick it up and carry it around
with you.[line break]";
say "2. If you can't pick it up, try pushing it.[line break]";
say "3. If it moves, talk to it.[line break]";
say "4. If it goes up, climb it.[line break]";
say "5. If it's a light source, a key, or a weapon, you will need
to acquire it (by any means necessary) at the earliest
opportunity.[line break]";
say "6. Stealing is only bad if you get caught. Same with
spying.[line break]";
say "7. The best way to learn about a strange device is to play
with it.[line break]";
say "8. Do not eat or drink anything you find, no matter how tasty
it looks. Either it's poisonous, intended for somebody else, or has
to be saved for some arcane use.[line break]";
say "9. Unless it's absinthe. Then it's very important for you to
drink it.[line break]";
say "10. The safe is always locked.[line break]";
say "11. But don't give up, because the combination is always
written down somewhere, frequently on the walls or furniture. Same
with passwords.[line break]";
say "12. Most of the doors are locked, even if they're inside a
secure building.[line break]";
say "13. No two doors can be opened with the same key, unless the
key is an ID card.[line break]";
say "14. If you are wearing a uniform and badge, whether or not
they are yours, nobody in high-security establishments will look twice
at you.[line break]";
say "15. Managers and bosses do not take up adventuring. You are
always a janitor, apprentice, fortune seeker, or low-ranking
grunt.[line break]";
say "16. If you happen to be a person of status, it's not a high
enough status to get people to do what you want.[line break]";
say "17. People do not mind being interrogated even if they've
just met you.[line break]";
say "18. Everybody always has better things to do than obey you,
even if they are in fact doing nothing but standing there.[line
break]";
say "19. You are the only person compulsively collecting stuff.
Other people only keep items they find useful.[line break]";
say "20. If it can be turned on and off, it will be off when you


get there.[line break]";
say "21. Furthermore, half the time the power will not be

connected.[line break]";
say "22. Always check underneath and behind furniture.[line
break]";
say "23. Always look in bushes and hedges. Inspect the fences
while you're at it.[line break]";
say "24. If you can't reach something, try standing on
furniture.[line break]";
say "25. If no furniture is handy, try moving some in from nearby
locations.[line break]";
say "26. Furniture that is not useful to you will be glued to the
floor.[line break]";
say "27. A fully furnished place should include tables, desks and
chairs, and should be decorated with paintings, rugs and mirrors.[line
break]";
say "28. Always look inside every drawer, container and
cupboard.[line break]";
say "29. All adventurers are superstitious about breaking
mirrors.[line break]";
say "30. If a door or container is locked, you will need to open
it before the end of the trip.[line break]";
say "31. You are always literate.[line break]";
say "32. Make sure to stop and read every piece of writing you
come across.[line break]";
say "33. Don't worry, this won't take long. Every book you find,


no matter how big and heavy it is, will not contain more than two

pages' worth of text.[line break]";
say "34. Looking at a book is not always the same as reading it.
Examining an open container is not always the same as looking inside
it.[line break]";
say "35. In most circumstances, you can reliably tell which way is
north even without any equipment or a view of the sky.[line break]";
say "36. But matter how good your navigation skills, you cannot


get anywhere in the dark.[line break]";
say "37. Anything you do can get you killed, including doing

nothing.[line break]";
say "38. Nobody you meet is neutral. Everyone is either there to
help you or there to get in your way, or possibly both.[line break]";
say "39. Virtually everything you find is flameproof and
shatter-resistant.[line break]";
say "40. You are always good-looking, self-possessed, and a lousy
singer.[line break](But it never hurts to check.)[line break]";
say "41. If you get bored, try saying a magic word.[line break]";
say "42. If you get stuck, pray.[line break]";
say "43. When in danger or in doubt, run in circles, scream and
shout.[line break]";
say "44. If all else fails, try resorting to violence.[line
break]";
say "45. If even that doesn't help, remember suicide can be a
wholesome and entertaining pastime.[line break]";
say "46. Don't expect any of the above to produce any useful
results, though.[line break]";
say "47. Don't be surprised if it does, though. You never know
till you try it.[line break]";
say "48. Don't hop up and down if you're near a long drop.[line
break]";
say "49. If you notice a thing when you walk into the room, no
matter how ordinary it seems, make sure to get a better look at
it.[line break]";
say "50. If you stumble into a bunch of rooms that all look the
same, start emptying your pockets.[line break]";
say "51. The best thing to do with valuables is pile them all up
in a special room.[line break]";
say "52. Saying no is often smarter than saying yes.[line break]";
say "53. However, it's a lot less fun.[line break]".

test me with "read paper"
[== End code==]

Autymn D. C.

unread,
May 30, 2007, 2:03:23 AM5/30/07
to
54. Every time you want to pitch something at someone, you don't
anymore.
55. If you toss something at the ground, you will miss.
56. Nobody minds your lewd hitups.
57. In your world, ropes and ladders are preferred over stairs.
58. Expect to find trash outdoors, but there will be no canns.
59. You cannot follow anyone after they leave the room.
60. No one will ever return anything you hand them.

J. J. Lawless

unread,
Aug 22, 2007, 5:53:46 PM8/22/07
to
On Wed, 30 May 2007 02:53:34 +0100, Mark Edwards
<ma...@medwards-online.co.uk> wrote:

>Try this (I've compiled and tested it in I7 so know it works)... It's
>not as elegant as doing it all in one quote, but if it works ... :-)

-snip-

An easier way would be to put each line as a table row and then run
through them.

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