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+---
+menuTitle: "Starting"
+title: "Writing a story in Fate"
+weight: 1
+---
+* Create a folder for your story. This is not mandatory, but helps keeping
+ track of the created files.
+* Open up your favorite text editor, and write in `main.fate`:
+
+{{< fatecode >}}(fate_version 1)
+Once upon a time, starting a story with these words wasn't considered
+a cliche. Starting in a tavern might also not be seen as very
+original. Having the main character be an street orphan, raised by
+some mysterious sage all to end up as a mercenary with an uncommonly
+strong sense of honor probably isn't going to lead to any praises for
+novelty either. Maybe you should drink to that.
+(newline)
+Or maybe you shouldn't. This isn't your first mug. Not your second
+either. Drinking to forget that you are a stereotypical hero isn't
+going to solve anything. Worse, the alcoholic trait is part of the
+image.
+(newline)
+As you contemplate your own pointless description, your gaze leaves
+what turns out to be an already empty glass in your hand and finds the
+barman.
+(end)
+{{< /fatecode >}}
+
+This is a very minimal story in Fate. Let's look at what is it made of:
+
+* The `(fate_version 1)` line must be at the top of every file. It is just
+ there to inform the compiler of the used language version. It has no effect on
+ the output.
+* The text is mostly printed out as-is: newlines, tabs and spaces are
+ considered to be a single space. No matter how many of them follow. This
+ makes indentation have no effect on the output text. Furthermore such
+ characters preceding text are ignored.
+* `(newline)` inserts a newline in the output.
+* `(end)` signals the end of the story. It needs to be there.
+
+With this, you know how to make a static, purely textual story in Fate. Our poor
+protagonist needs a refill, so we need to introduce
+[Player Choices](/learn/choices) next.