8. Add characters and a story (Wolf Story)
A story gives visitors a reason to explore. Characters greet them, send them around your land and reward them at the end. With Wolf Story you write the whole thing as a notecard: no scripting. The first example is The Squall Gold Run on The Squall Wild West: the sheriff sends you to the saloon, the cabin and the waterfall to recover stolen payroll gold, and you finish as a deputy with a tin star.
Wolf Story is being tested on The Squall Wild West first. Once it’s tested we’ll offer the kit to region owners. These instructions are here so you can plan your story now.
What you need
- Your own land. The storyteller only runs on a parcel its owner owns, and it leaves out any character whose spot is on someone else’s land.
- Estate rights for characters. Characters are NPCs, and this grid lets only the estate owner or an estate manager create NPCs. If you rent land on someone else’s estate, ask them to make you an estate manager.
- The Wolf Story kit: the storyteller, which runs the story, plus story spots. A story spot is an object with the Wolf Story object script whose description says what it is.
How it fits together
| Piece | What it is |
|---|---|
| Storyteller | A sign or board visitors touch to begin. Inside it: the Wolf Storyteller script, your STORY notecard, each character’s outfit (Look - <name>) and your reward items. |
| Talk spot | An invisible column, description talk: Sheriff Hale. The storyteller moves it onto that character so clicking the character means “talk to them”. Scripts can’t sense a click on an avatar, so the spot catches it. |
| Story object | Anything you build, description touch: Old Strongbox, with the Wolf Story object script. Touching it completes a touch step. |
| Rewards | Anything you can give: objects, clothing, notecards, landmarks. Put them in the storyteller and name them in a give step. Each person gets each reward once. |
Write the STORY notecard
One setting per line, as name: value. Lines starting with # are notes to yourself. Keep every line under 250 characters, because the region reads at most 255. For a long speech use several say: lines.
About the story
title: The Squall Gold Run
id: squall-gold-run
intro: Somebody robbed the payroll stage last night. Sheriff Hale needs a deputy.
repeat: yes
titleis shown on the storyteller and in chat.iduses letters, numbers and-. Progress is kept per id, so changing it starts everybody again.introis shown when someone touches the storyteller before starting.repeat: yeslets people play again (rewards are still given only once).repeat: no, the default, means once.
Characters (up to 6)
character: Sheriff Hale | at: 988.5, 957.5 | facing: north | idle: Keep your eyes open, partner.
character: Ma Dalton | at: 949.5, 945.0 | facing: east | anim: stand | idle: Pull up a chair, sugar.
- The name is two words, because an NPC has a first and a last name.
at: x, yis where they stand on your region. They stand on the ground or floor there.facing:isnorth,east,south,west, or degrees (0 = east, 90 = north).anim:is optional: an animation in the storyteller, or a built-in name such asstand.idle:is optional: what they say when they aren’t part of your current step.look:is optional: the outfit notecard. It defaults to Look - <name>, which Save look makes for you (below).
Steps
Steps happen in order. Each step: line starts a step, and the lines under it belong to it.
| Step | Done when |
|---|---|
| step: talk <character> | the person clicks that character |
| step: goto x, y radius r | the person comes within r metres of x, y (6 if you leave the radius out) |
| step: touch <object> | the person touches the story object touch: <object> |
| step: choose | the person picks an option: from the menu that opens |
| step: give <item>; <item> | straight away: the items are given (once per person), then the story moves on |
| step: finish | straight away: the story ends for that person |
Lines inside a step:
say: <speaker>: <text>is spoken when the step is done, one line every few seconds, privately to that person. The speaker is a character ornarrator.hint: <text>tells them what to do next. It’s said after the previous step, and again whenever they touch the storyteller.label: <name>names a step, foroption:andnext:.next: <label>jumps to that step afterwards instead of the following one.ask: <speaker>: <question>andoption: <button> => <label>belong inchoosesteps. You can have up to 6 options, and each button holds up to 24 characters.
An example with a choice
step: talk Old Jed
say: Old Jed: I did see a rider shove something behind my falls at first light.
hint: Follow the creek south to the waterfall. Someone is camped there.
step: choose
ask: narrator: Old Jed could be lying. What do you do?
option: Search the falls => falls
option: Fetch the sheriff => sheriff
step: touch Payroll Sack
label: falls
say: narrator: Behind the water, wedged in the rocks: a sack stamped SQUALL PAYROLL.
hint: Search behind the waterfall.
step: give Squall Deputy Badge; Squall Gold Nugget
say: narrator: The sheriff pins a tin star on your shirt.
step: finish
say: Sheriff Hale: Wear that badge with pride, Deputy!
step: talk Sheriff Hale
label: sheriff
say: Sheriff Hale: Old Jed? He couldn't rob a henhouse. Get back down there!
next: falls
hint: Ride back to town and tell Sheriff Hale about Old Jed.
The first step should be talk to your opening character, so clicking them starts the story. Visitors can also touch the storyteller and press Begin.
Set it up
- Rez the storyteller somewhere visitors pass, such as next to your Wolf Experiences arrival spot. Put the STORY notecard and your rewards inside it.
- Rez one talk spot per character. Its description must be exactly
talk: <character name>. It moves onto its character by itself. - Rez your story objects where the story needs them, each with the Wolf Story object script and the description
touch: <object name>. - Touch the storyteller and choose Reload story. The characters appear. If something in the notecard is wrong, it tells you which line.
- Dress each character: wear the outfit you want for them, touch the storyteller, choose Save look and pick the character. The outfit is saved as Look - <name> and the character changes straight away. Until then they appear in the default avatar shape.
The owner menu
Touch the storyteller as its owner:
- Reload story: read STORY again and put the characters back.
- Save look: what you are wearing becomes a character’s outfit.
- Reset player: forget someone’s progress so they can test it again. Rewards already given stay given.
- Status: characters, steps and how many people are part-way through.
- Visitor view: see exactly what a visitor sees.
What visitors see
Characters speak only to the person playing, in local chat, so ten people can play at once without spamming each other. The storyteller keeps everyone’s progress inside itself, so it survives region restarts. If they wander off, touching the storyteller tells them what to do next. If a character is pushed away or lost after a restart, the storyteller puts them back.
Tips for a good story
- 5 to 10 steps that use your best places. Each step should take the visitor somewhere worth seeing.
- Short lines. Two or three
say:lines per step. People read chat while walking. - Always give a hint that says where, not just what: “Ride south down West Street to the weathered cabin.”
- One choice makes it feel like their story. Make both options lead somewhere, even if they meet again.
- A reward worth keeping: something they can wear or show off, named after your place, so it reminds them to come back.
- Test it as a visitor with Visitor view and Reset player, from the arrival spot to the end.