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t-d-01-whos-fate.html
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<title>Storytron Tutorials - Who's Fate? (part 1)</title>
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<div align="center"><font face="Bookman Old Style" class="fsx06"><B>SWAT TUTORIAL<br>
Who's Fate? (part 1)<br></B></font></div>
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<font face="Bookman Old Style" class="fsx04"><I>To get the most from these tutorials, follow the instructions on <a href="tutorials.html">downloading SWAT and joining the Authors' Guild</a> before you begin. </I></font><br>
<br>
<br>
<font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> is the most important </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Actor</font><font face="Bookman Old Style" class="fsx04"> in every storyworld. In fact, </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> is so important that you can't delete her—she's a permanent fixture. <br>
<br>
You know how, in so many movies, the bad guy gets the better of the good guy, who's now hanging by his fingernails at the edge of the cliff, and the bad guy laughs demonically and lifts his foot to start mashing the good guy's fingers, when suddenly a bolt of lightning hits the bad guy and he falls over the cliff and disappears screaming? Have you ever wondered, who killed the bad guy? The answer, of course, is </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04">. Fate is the one who makes things happen in every story. In Storytronics, nothing ever "just happens"—</font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> makes it happen. No </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Event</font><font face="Bookman Old Style" class="fsx04"> can exist without a </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Subject</font><font face="Bookman Old Style" class="fsx04">, and </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> is always the </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Subject</font><font face="Bookman Old Style" class="fsx04"> of those </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Events</font><font face="Bookman Old Style" class="fsx04"> that aren't executed by any other </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Actor</font><font face="Bookman Old Style" class="fsx04">. </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> is a very powerful and useful </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Actor</font><font face="Bookman Old Style" class="fsx04">.<br>
<br>
More precisely, </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> is <I>you.</I> You're the author after all. You're the one who makes things happen. You are the god who controls the universe of the storyworld. </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> </font><font face="Bookman Old Style" class="fsx04">is your avatar—your <I>deus ex machina</I>. </font><font face="Bookman Old Style" class="fsx04">Flex your muscles.</font><br>
<br>
<font face="Bookman Old Style" class="fsx04">Here are some of </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04">'s</font><font face="Bookman Old Style" class="fsx04"> unique abilities. Unlike other </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Actors</font><font face="Bookman Old Style" class="fsx04">:</font><br>
<br>
<font face="Bookman Old Style" class="fsx04"><img src="http://www.storytron.com/Tutorial/images/bullet.gif" width="16" height="16"></font><font face="Wingdings" class="fsx02" color="#000080"> </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> is everywhere in the storyworld* at once.</font><br>
<font face="Bookman Old Style" class="fsx04"><img src="http://www.storytron.com/Tutorial/images/bullet.gif" width="16" height="16"></font><font face="Wingdings" class="fsx02" color="#000080"> </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> knows everything that happens.</font><br>
<br>
<font face="Bookman Old Style" class="fsx04">These special characteristics allow you to put </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> to work in some very useful ways. You can take note of the storyworld's state, or monitor its progress, based on a set of specifications. Based on those specifications, you can have </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> trigger an </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Event</font><font face="Bookman Old Style" class="fsx04"> during storyplay, such as an ending, an "act of God," or a major new </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> cluster. The sections below give you some examples. <br>
<br>
<br>
<B>Ending a Storyworld with Timeout </B><br>
<br>
Since ending a storyworld is part of </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04">'s purview, let's digress and talk more generally about how a storyworld ends. As you discovered when you created the walkthrough storyworld, it is not strictly necessary to take any action for your storyworld to end, as it will timeout automatically when nothing happens for a set period of time. <br>
<br>
The default setting for the inactivity timeout is ten moments**. That is, if no one does anything for ten moments, </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> automatically triggers the </font><font face="Bookman Old Style" class="fsx04" color="#008000">penultimate</font><font face="Bookman Old Style" class="fsx04"> </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04">, which leads directly to the ending </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04">, happily ever (</font><font face="Bookman Old Style" class="fsx04" color="#008000">penultimate</font><font face="Bookman Old Style" class="fsx04"> </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> and </font><font face="Bookman Old Style" class="fsx04" color="#008000">happily ever after </font><font face="Bookman Old Style" class="fsx04">are <a href="t-d-03-system-verbs.html">System Verbs</a>). <br>
<br>
To view and change the timeout setting, click on the Playing menu and choose Termination. You will see a popup like this: </font><br>
<br>
<font face="Bookman Old Style" class="fsx04"><center><img src="images/t-d01-a.jpg" width="334" height="222"></center></font><br>
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<font face="Bookman Old Style" class="fsx04">Use the up and down arrows to change the timeout setting, between 1 and 100 moments. </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> will— trigger the ending automatically. <br>
<br>
<br>
<B>Having Fate Intervene with ClockAlarm</B> <br>
<br>
But suppose you don't want your storyworld to end solely based on a timeout? Suppose you want to trigger the ending—or even different endings, or a new set of </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> clusters—based on a set of conditions that the player or other </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Actors</font><font face="Bookman Old Style" class="fsx04"> have met? </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> can help you do this. Here is how you do it with a ClockAlarm, as an outcome of an </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Event</font><font face="Bookman Old Style" class="fsx04">. <br>
<br>
Suppose you are working on a mystery storyworld, and you want to trigger the murder trial to happen shortly after the </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Protagonist</font><font face="Bookman Old Style" class="fsx04"> finds the murder weapon hidden at the scene of the crime. <br>
<br>
First, in the </font><font face="Bookman Old Style" class="fsx04" color="#ff00ff">Prop</font><font face="Bookman Old Style" class="fsx04"> Editor, create the prop bloody knife. Now return to the </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> Editor and create two </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verbs</font><font face="Bookman Old Style" class="fsx04">. The first </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> is </font><font face="Bookman Old Style" class="fsx04" color="#008000">discover clue</font><font face="Bookman Old Style" class="fsx04">. Under Properties, give </font><font face="Bookman Old Style" class="fsx04" color="#008000">discover clue</font><font face="Bookman Old Style" class="fsx04"> a 3Prop </font><font face="Bookman Old Style" class="fsx04" color="#0080a0">WordSocket</font><font face="Bookman Old Style" class="fsx04"> for the clues to be found. Next create another </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> called </font><font face="Bookman Old Style" class="fsx04" color="#008000">murder weapon found</font><font face="Bookman Old Style" class="fsx04">. Under Properties, make this </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04">'s Audience Requirement "Under the Hood." This will hide it from the player's view in the HistoryBook. (More about <a href="t-d-04-audience-requirements.html">Audience Types</a>.) Then return to </font><font face="Bookman Old Style" class="fsx04" color="#008000">discover clue</font><font face="Bookman Old Style" class="fsx04">. <br>
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If this were part of a larger web of </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verbs</font><font face="Bookman Old Style" class="fsx04">, you would have a </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Role</font><font face="Bookman Old Style" class="fsx04"> for the </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Protagonist</font><font face="Bookman Old Style" class="fsx04"> under </font><font face="Bookman Old Style" class="fsx04" color="#008000">discover clue</font><font face="Bookman Old Style" class="fsx04">, so go ahead and create one, for form's sake. Now add a second </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Role</font><font face="Bookman Old Style" class="fsx04"> and name it </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04">. The AssumeRoleIf script for </font><font face="Bookman Old Style" class="fsx04" color="#008000">discover clue</font><font face="Bookman Old Style" class="fsx04">: </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> should look like this. <br>
<br>
AND3 <br>
PermitFateToReact<br>
AreSameActor:<br>
</font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><br>
<font face="Bookman Old Style" class="fsx04"> </font><font face="Bookman Old Style" class="fsx04" color="#0000ff"> ReactingActor</font><br>
<font face="Bookman Old Style" class="fsx04"> AreSameProp<br>
</font><font face="Bookman Old Style" class="fsx04" color="#ff00ff"> ThisProp<br>
BloodyKnife</font><br>
<br>
<font face="Bookman Old Style" class="fsx04">Now go to the </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> </font><font face="Bookman Old Style" class="fsx04" color="#008000">murder weapon found</font><font face="Bookman Old Style" class="fsx04">. Go to the Consequences menu and choose CreateClockAlarm. Its script will look like this: </font><br>
<br>
<font face="Bookman Old Style" class="fsx04" color="#008000">murder weapon found</font><font face="Bookman Old Style" class="fsx04">: ClockAlarm <br>
Who? <br>
HowFarAhead? <br>
<br>
The Who? in this case would be the judge, who might notify witnesses of the impending trial, or you might just go straight to the court setting and hold the trial. HowFarAhead? is how many storymoments you want to pass before the judge acts. This quantity would depend on how much time you want to give the </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Protagonist</font><font face="Bookman Old Style" class="fsx04"> to do other things before the court appearance. <br>
<br>
You can see from this example how to use </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx04"> and a ClockAlarm to trigger new sets of </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verbs</font><font face="Bookman Old Style" class="fsx04">, timed to occur when you choose (note, take care to not make the ClockAlarm time too long, or your storyworld might timeout before the cool new set of </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verbs</font><font face="Bookman Old Style" class="fsx04"> are ever triggered). <br>
<br>
<hr></font><br>
<font face="Bookman Old Style" class="fsx02">* More precisely, </font><font face="Bookman Old Style" class="fsx02" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx02">'s location is permanently set as "Nowhere" — out in the digital ether, floating above the heads of all your other </font><font face="Bookman Old Style" class="fsx02" color="#0000ff">Actors</font><font face="Bookman Old Style" class="fsx02">. In Storytronics, an </font><font face="Bookman Old Style" class="fsx02" color="#00c0ff">Event</font><font face="Bookman Old Style" class="fsx02"> always occurs where the </font><font face="Bookman Old Style" class="fsx02" color="#0000ff">Subject</font><font face="Bookman Old Style" class="fsx02"> is. This is why, when you look in Log Lizard, you'll see that any action carried out by </font><font face="Bookman Old Style" class="fsx02" color="#0000ff">Fate</font><font face="Bookman Old Style" class="fsx02"> occurs "Nowhere." <br>
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**A storyworld's time is measured in "moments." How long is a moment? As long or short as you want it to be, pretty much. Storytronic time is flexible. In most storyworlds, it might be anything from a few seconds to a few minutes, depending on what is needed for pacing purposes. In Chris's <I>Balance of Power 21st Century</I>, a "moment" is probably closer to a month. <br>
<br>
You can set the number of moments that a </font><font face="Bookman Old Style" class="fsx02" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx02"> takes to execute in the </font><font face="Bookman Old Style" class="fsx02" color="#008000">Verb's</font><font face="Bookman Old Style" class="fsx02"> Properties box, as mentioned in <a href="t-b-01-properties-box.html">Properties Box</a>.<br>
<br>
Because Storytronics is linguistic and turn-based, you have some flexibility regarding how much time you want each moment to "last." You can set the duration of an </font><font face="Bookman Old Style" class="fsx02" color="#00c0ff">Event</font><font face="Bookman Old Style" class="fsx02"> in Properties, but also, just as in traditional storytelling, you may find that your storyworld will not require a strict clock that accounts for the passage of time in minutes, so you can play around with how much happens in one moment versus another. Experiment and see what kinds of effects you can achieve here. <br>
<br>
A caveat: if you have a storyworld in which the duration of </font><font face="Bookman Old Style" class="fsx02" color="#00c0ff">Events</font><font face="Bookman Old Style" class="fsx02"> matters—for instance, a ticking-bomb storyworld or an </font><font face="Bookman Old Style" class="fsx02" color="#0000ff">Actor</font><font face="Bookman Old Style" class="fsx02"> whose condition is worsening quickly and the </font><font face="Bookman Old Style" class="fsx02" color="#0000ff">Protagonist</font><font face="Bookman Old Style" class="fsx02"> must secure the assistance of a specialist in time; or a spy story in which multiple threads of action occur in different stages, and those threads merge at some point—in these cases, you will need to be careful about how you manage the passage of time in your storyworld. Precision in the duration of </font><font face="Bookman Old Style" class="fsx02" color="#008000">Verbs</font><font face="Bookman Old Style" class="fsx02"> will be much more important. </font><br>
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<font face="Bookman Old Style" class="fsx04"><hr></font><br>
<font face="Bookman Old Style" class="fsx02">Previous tutorial (Group 3): <a href="t-c-04-more-special-operators.html">More Special Operators</a> Next tutorial: <a href="t-d-01a-whos-fate2.html">Who's Fate? (part 2)</a></font><br>
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<font face="Bookman Old Style" class="fsx04"><hr><br></font></div>
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