Citizen of Nowhere — 4 of 40

Luke A Jones

Release 1

Section 3 - Dylan

Dylan is a person.

Dylan is male.

Dylan is inside Your Log Cabin.

Description of Dylan is "It's your faithful canine companion, he's an elderly Boxer mongrel of some sort, he has tan brown fur with a white patch on his chest. He's seen way too many scrapes and doesn't smell too sweet, but you love him dearly and he's called Dylan.[paragraph break] At the moment he's [dylan activity]."

Talking to is an action applying to one visible thing.

Understand "talk to [something]" , "speak to [something]", "speak to [someone]" and "talk to [someone]" as talking.

Instead of talking to something: say "it doesn't respond!"

Instead of talking to someone: say "they do not respond."

Instead of talking to Dylan:

Say "Dylan looks up at you and barks excitedly.[paragraph break]It's at times like this that you rue the fact that the only animals that can talk on the planet Everything are pigeons and bats! The gods have a wicked sense of humour."

Every turn:

if the location of Dylan is not the location of the player:

move Dylan to location of the player;

Say "Dylan is at your side."

Stroking is an action applying to one visible thing.

Understand "stroke [something]" as stroking.

Instead of stroking something: say "You stroke[regarding the noun] [them]."

Instead of stroking someone: say "[regarding the noun][They] might not like that."

Instead of stroking Dylan:

Say "Dylan nuzzles against your leg and looks up to you with doleful eyes, his tail wagging expectantly."

Instead of stroking the snake:

Say "In a moment of madness you consider petting the snake, but you put the suicidal thought out of your head."

Understand "pet" as stroking.

instead of asking dylan about something, say "'Dylan looks at you quizzically."

instead of telling jon about something, say "'Dylan looks at you quizzically."

Every turn when the player is enclosed by a thing (called the entrapment):

If the entrapment is a bar stool:

do nothing;

Else if entrapment is chair:

do nothing;

Else if entrapment is sentry box:

do nothing;

Else if entrapment is sentry2:

do nothing;

Else:

try dylan entering the entrapment.