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Subject: Re: DOCBOOK: Re: docbook for RPGs
Your message dated: Fri, 21 Jun 2002 21:24:10 -0000 > / J B Bell <cipher@eschatek.com> was heard to say: > | 1. Is there any sort of "dialog mode" set of tags? Game examples > | often have entries where one party is talking to another, and the > | names are set off, followed by a colon and the text of their speech, > | alternating back and forth. QandA doesn't seem to be the right tag. > > No, nothing springs immediately to mind. I might be tempted to hack > something together with computerinput, useroutput, and prompt, but it > would definitely be tag abuse. > > You're exploring new territory (cool!), so you may have to invent some > new markup. Just an observation, in the unlikely case that someone thinks that "dialogs" of this type are not needed in the technical documentation sphere for which Docbook is intended. A few years back, I wrote a semi-technical document on electronic mail structures and protocols. I demonstrated POP and IMAP as informal dialogs between client and server, like Server: Hello, I'm a POP server. Client: I'm USER Server: Really? What's your password? Client: My password is PASSWORD Server: I know you. Your mailbox has 35 messages amounting to 6729 bytes Client: Show me message 35's header ... Because I was composing in LaTeX, I added fairly ad hoc markup like \begin{dialogue} \Server Hello \Client I'm User etc. A general dialog markup would be a bit more complex, even for simple things, because there might be more than two participants. Anyway, my point is that it's not just for roleplaying games.
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