Vehicles (Part 2)

In the previous devlog, I described how a Place in Scribarchy can be used to simulate travel—like climbing aboard a starship and inching through space via a carefully hidden series of Choices.
This time, we’re taking a look at the other side of the metaphorical coin: using a Thing as a vehicle.
A Brief Reminder
In Scribarchy, a Thing is a little bundle of narrative baggage: it pairs a bonus Role with a penalty Role, and it gets assigned to a Team via a Choice Consequence.
Think of it like this:
“Congratulations! You found a magic sword. You’re better at Hero now… but worse at Person of Subtlety.”
Things are gear, events, hired hands—tiny plot devices with stat consequences. A Thing could also be a vehicle.
Like a canoe. Or a motorcycle. Or a hot air balloon someone’s cousin bought off a wizard.
Before We Begin...
Let’s be honest. If representing your vehicle as a Thing isn’t essential to your narrative, don’t do it.
There are simpler ways to represent travel. But if you want your vehicle to matter—to affect which routes a Team can take or what kind of roles they'll excel (or struggle) in—using a Thing might be exactly what you need.
Here’s how to do it.
Step 1: Create Travel-Related Roles
Think about how the vehicle moves.
Does it skim the waves? Tunnel through bedrock? Glide awkwardly over cobblestones? Great. Then you probably want Roles like:
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Swimmer – for surface water travel
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Diver – for underwater stuff
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Sprinter – for land-based travel
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Flyer – for airships, dragons, and other aerial oddities
You don’t need a comprehensive taxonomy here. Just invent the Roles that match the kind of movement you want to model.
Step 2: Create the Thing
Let’s say you’ve made a Role called Swimmer. Now create a Thing—say, a Canoe—that adds +1 to Swimmer.
But wait, there’s more: remember, a Thing must also have a penalty Role.
Ask yourself: what’s the drawback of having a canoe?
Maybe it’s heavy and awkward. So you add -1 Sprinter to reflect how hard it is to carry.
Maybe it’s rare and flashy. So you give it -1 Person Of Means—because anyone hauling around a canoe made of lightweight starmetal probably isn’t flush with cash anymore.
Also: check the Droppable box. Vehicles are rarely permanent. Your crew should be able to abandon them when they are no longer needed.
Step 3: Create Choices That Use the Roles
Once the Thing exists, write Choices that test for its utility.
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“Cross The River” might require +1 Swimmer.
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“Outrun the Law” could require +1 Sprinter, making the canoe a liability.
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“Dive! Dive! Dive!” might require +1 Diver, only submersibles need apply.
In this model, the vehicle isn’t a Place the Team moves into—it’s a Thing they carry with them. It alters their strengths and weaknesses, reshapes their options, and introduces tradeoffs.
Some Final Thoughts
This approach might feel less dramatic than a flying starship Place loaded with nested Choices. But it’s powerful in a different way.
— The Scribarchy Team (still just me)
Scribarchy
Scribarchy: Where Writers Rule
Status | In development |
Author | Scribarchy |
Genre | Role Playing, Interactive Fiction |
Tags | Creative, Exploration, Indie, Meaningful Choices, MMORPG, Multiplayer, storygame, Text based |
Languages | English |
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- Play By Post (Part 2)9 days ago
- Play By Post (Part 1)10 days ago
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- The Shape Of Things18 days ago
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