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Fictional Terminals
by Friedman
Chapter 4 in CHYOA Guide
## Fictional Terminals Fictional terminal blocks present a computer screen, command console, or passive system log inside chapter prose. Readers see a titled panel whose contents remain story text. A terminal never executes a command or connects to a real system. ### Preview...
9 hours ago 567 Words 1 Likes 11 Views -
Email Cards
by Friedman
Chapter 4 in CHYOA Guide
## Email Cards Email cards present fictional correspondence inside a chapter. Readers see labelled **From**, optional **To**, and **Subject** details above an always-expanded message body. An email card is part of the story page. It does not send a real email or create an inbox...
9 hours ago 551 Words 1 Likes 11 Views -
Chat Bubbles
by Friedman
Chapter 4 in CHYOA Guide
## Chat Bubbles Chat bubbles turn dialogue into a messaging-style exchange inside chapter prose. Use the left and right sides to make a conversation easy to follow without creating a separate image or another chapter. ### Preview Alice's question appears on the left and Bob's...
9 hours ago 518 Words 1 Likes 12 Views -
Stats and Meters
by Friedman
Chapter 4 in CHYOA Guide
## Stats and Meters Stats and meters place the reader's current Game State directly in chapter prose. Use a stat when the exact value matters. Use a meter when readers should understand progress through a range at a glance. Both elements display existing values; neither one cha...
9 hours ago 766 Words 1 Likes 13 Views -
Reader Inputs
by Friedman
Chapter 4 in CHYOA Guide
## Reader inputs Reader inputs place a story's customization controls directly inside chapter prose. They let readers choose a name, preference, number, or other reader detail without opening **Customize**. An input edits a reader variable; it never changes Game State. ### How...
9 hours ago 799 Words 0 Likes 4 Views -
Action Buttons
by Friedman
Chapter 4 in CHYOA Guide
## Action buttons Action buttons let readers change Game State without leaving the chapter. Authors can use them for choices such as taking an item, spending coins, changing a statistic, or recording a decision. Every action needs an active game and at least one existing game va...
9 hours ago 911 Words 0 Likes 14 Views -
Ordering Puzzles
by Friedman
Chapter 4 in CHYOA Guide
## Ordering puzzles Ordering puzzles ask readers to rearrange a shuffled list into the sequence written by the author. A solved puzzle can reveal a success passage and, in a Game Mode story, save one Game State value. ### Preview The correct sequence follows the day from morni...
9 hours ago 896 Words 1 Likes 13 Views -
Code Locks
by Friedman
Chapter 4 in CHYOA Guide
## Code locks Code locks let an author hide part of a chapter behind an exact answer. Readers see a prompt, an answer field, and an **Unlock** button. A lock can be a self-contained story puzzle, or it can save one Game State value when the correct answer is entered. ### Previe...
9 hours ago 791 Words 1 Likes 11 Views -
Reveals
by Friedman
Chapter 4 in CHYOA Guide
## Reveals Reveals place part of a chapter behind a labelled button. Readers can open and close the passage without moving to another chapter, making reveals useful for optional descriptions, clues, notes, explanations, and expandable interface elements. ### Preview Select **I...
9 hours ago 609 Words 1 Likes 11 Views -
Dice Rolls
by Friedman
Chapter 4 in CHYOA Guide
## Dice Rolls Dice-roll tags add a button that produces a whole number from 1 through the chosen number of sides. A roll can stay on the displayed chapter, be limited to one use in a browser session, or save its result in Game State. ### Preview This six-sided roll works witho...
9 hours ago 624 Words 0 Likes 8 Views -
Random Draws
by Friedman
Chapter 4 in CHYOA Guide
## Random Draws Random Draws let a reader press a button and receive one outcome from an author-written list. They work well for cards, clues, encounters, loot, prompts, and other moments where any listed result should be possible. ### Preview Select **Draw a clue** to see one...
9 hours ago 720 Words 0 Likes 8 Views -
Polls
by Friedman
Chapter 4 in CHYOA Guide
## Polls Polls let signed-in readers vote on a question without leaving the chapter. Authors configure the question and choices in the chapter editor, then place the poll exactly where it should appear in the prose. ### What readers see At the marker's position, a configured p...
9 hours ago 767 Words 0 Likes 6 Views -
Interactive and Game Stories
by Friedman
Chapter 2 in CHYOA Guide
## Interactive and game stories Interactive features let a story remember reader choices, change available branches, and place controls or formatted story interfaces directly inside chapter text. Start with [Reader and Game Variables](/chapter/Reader-and-Game-Variables.260239)...
9 hours ago 182 Words 0 Likes 326 Views -
Interactive Chapter Elements
by Friedman
Chapter 3 in CHYOA Guide
## Interactive chapter elements Interactive chapter elements let readers vote, draw an outcome, roll dice, uncover hidden text, solve a puzzle, change saved story values, or read prose in a purpose-built visual format. Each topic below shows what the reader sees, the exact chapt...
9 hours ago 381 Words 4 Likes 308 Views -
Story Modes, Roles, and Review
by Friedman
Chapter 3 in CHYOA Guide
## Story modes, roles, and review Story Mode controls contributions from people who do not have a trusted writing role. User Roles give selected collaborators additional permissions. Together, they decide who may add, publish, edit, review, move, and delete chapters. These sett...
10 hours ago 1,164 Words 1 Likes 266 Views -
Playing a Game Story
by Friedman
Chapter 3 in CHYOA Guide
## Playing a Game Story Game Mode lets a story remember values, items, and earlier decisions while you read. Those saved values can change the chapter text, update displays, and decide which continuation choices are available. Stories that use this feature carry a **Game mode**...
10 hours ago 1,057 Words 0 Likes 245 Views -
Element Themes
by Friedman
Chapter 4 in CHYOA Guide
## Element Themes An Element Theme gives a story's tables, chapter dividers, block quotations, formatted blocks, and interactive elements a consistent visual style. It belongs to the whole story, so authors choose it once rather than styling every chapter separately. ### Choose...
10 hours ago 1,080 Words 0 Likes 278 Views -
Managing Branches, Links, Move, and Reorder
by Friedman
Chapter 3 in CHYOA Guide
## Managing branches, links, move, and reorder The chapter tree determines how readers travel through a story. Add a normal chapter for a new path, use a Link Chapter to join an existing path, move a chapter when its parent is wrong, and reorder branches when readers should see...
10 hours ago 1,123 Words 0 Likes 258 Views -
Managing Your Stories and Chapters
by Friedman
Chapter 3 in CHYOA Guide
## Managing your stories and chapters Your Library brings together saved reading items and your authoring work. Use it to find drafts, follow review feedback, manage polls, recover deleted work, and return to stories where you hold a role. ### Open your authoring lists On the...
10 hours ago 1,154 Words 0 Likes 245 Views -
Writing and Publishing
by Friedman
Chapter 2 in CHYOA Guide
## Writing and publishing This section follows the usual path from a story idea to a published branching story. Start with [Create and Publish a Story](/chapter/Create-and-Publish-a-Story.259904) to choose the title, description, mode, roles, variables, and appearance. Continue...
10 hours ago 178 Words 0 Likes 335 Views
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