GETTING INTO THE ACTION
Now that you've created a character, it's time to
use him. First off lets telk about an area. Every time you move you enter
a new area. Here you can see a description of your surroundings, scents,
sounds, and a list of exits to new areas. It's up to you to imagine in
your mind's eye where everything is, based on those descriptions.
Getting the Scene Down
There are a few basic rules to this mental landscape. You
can only react to certain objects using key words located in the description
of the area. So pay close attention to your surroundings. You can only
leave in the directions given to you. The only exception to this are hidden
exits. Smell and Taste play an important role in finding clues to secret
actions in the area. Excess or low light will make it so you can not see
the area you are in so keep a few torches handy for these situations.
Distance
Distance is Figurative in Darke. All areas can be moved
through at the same speed no matter how large or small they are described
to be. A few things can change this such as being slowed. But these are
rare occasions.
Time
Time is divided up into 2 second phases.
Taking Your Turn
Much as in any other game, the next step to adventuring
is taking Turns. Characters take there turn in the order they acted within
the round.
Taking an Action
When it's your Turn, you can do one thing, called Taking
an Action. But what kind of actions can you perform when your chance comes
up? And how do they all work together? In general, there are two kinds
of Actions in Darke: Basic Actions, which are simple tasks you'll want
to perform during your turn, and Skills, which represent more sophisticated
manuevers that add strategy and tactics to your game play.
The following section discusses Basic Actions a character
can perform, each explained. Skills are in their own section.
Kill: This is fairly self-explanitory. You use this to attempt
to beat the living snot out of something.
syntax: kill [target]
Inventory: Displays all items that you are carrying and displays
whether an item is worn or wielded.
syntax: inventory
Get: Try and pick up all the items in an area or just a single
item.
syntax: get [item], get all
Give: Give one of your items away. You must be in the same area
for this to occur.
syntax: give [item] to [person]
Drop: Drop all of your items or just a single item.
syntax: drop [item], drop all
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