spw.quest

Pivot a line

Change one slot, keep the rest, and see the line before you go. Forms, side by side shows what each slot does.

The line

*rpg[orientation]{open.sit}

a line you wrote

  • new
subject
*rpg
mode
orientation
body
open.sit

An operator in front

  1. ~
  2. ?
  3. !
  4. *
  5. .
  6. ^
  7. #
  8. @
  9. &
  10. =
  11. %
  12. $
Add to what it holds

Families it belongs to

26 lines one change away

Drop a slot to read what the line says without it.

near: a line sharing a slot uses it · common: common on the shelf

charge the charge in front

  1. boon *rpg[orientation]{open.sit}

    add boon

    • add
    lands
    Not on the shelf yet.
    why
    a valence word rides the word

subject the word

  1. rpg[orientation]{open.sit}

    swap to rpg

    • swap
    • near
    lands
    On the shelf: spwashi.com/play/rpg-wednesday/#rpg-wednesday.
  2. play[orientation]{open.sit}

    swap to play

    • swap
    • near
    lands
    Not on the shelf yet.
  3. pretext[orientation]{open.sit}

    swap to pretext

    • swap
    • near
    lands
    On the shelf: spwashi.com/topics/software/pretext/#pretext-field-lab.
  4. folio[orientation]{open.sit}

    swap to folio

    • swap
    • common
    lands
    Not on the shelf yet.

mode the lens

  1. *rpg[prime]{open.sit}

    swap to prime

    • swap
    • common
    lands
    Not on the shelf yet.
  2. *rpg[hook]{open.sit}

    swap to hook

    • swap
    • common
    lands
    Not on the shelf yet.
  3. *rpg[component]{open.sit}

    swap to component

    • swap
    • common
    lands
    Not on the shelf yet.
  4. *rpg[depth]{open.sit}

    swap to depth

    • swap
    • common
    lands
    Not on the shelf yet.
  5. *rpg{open.sit}

    drop the lens

    • drop
    lands
    Not on the shelf yet.
  6. *rpg{open.sit}(orientation)

    turn its walls to ( )

    • walls
    lands
    Not on the shelf yet.
    why
    the lens becomes the scene
  7. *rpg{open.sit}<orientation>

    turn its walls to < >

    • walls
    lands
    Not on the shelf yet.
    why
    the lens becomes where it goes

body what it holds

  1. *rpg[orientation]{table.canon.humor}

    swap to table.canon.humor

    • swap
    • near
    lands
    Not on the shelf yet.
  2. *rpg[orientation]{transfer}

    swap to transfer

    • swap
    • common
    lands
    Not on the shelf yet.
  3. *rpg[orientation]{orient}

    swap to orient

    • swap
    • common
    lands
    Not on the shelf yet.
  4. *rpg[orientation]{rail}

    swap to rail

    • swap
    • common
    lands
    Not on the shelf yet.
  5. *rpg[orientation]

    drop what it holds

    • drop
    lands
    Not on the shelf yet.
  6. *rpg[orientation](open.sit)

    turn its walls to ( )

    • walls
    lands
    Not on the shelf yet.
    why
    what it holds becomes the scene
  7. *rpg[orientation]<open.sit>

    turn its walls to < >

    • walls
    lands
    Not on the shelf yet.
    why
    what it holds becomes where it goes
  8. *rpg[orientation]{open,sit}

    hold the parts together

    • turn
    lands
    Not on the shelf yet.
    why
    commas keep parts apart and present at once
  9. *rpg[orientation]{open;sit}

    hold the parts in order

    • turn
    lands
    Not on the shelf yet.
    why
    semicolons put the parts in a sequence
  10. *rpg[orientation]{open ~> sit}

    make the parts a path

    • turn
    lands
    Not on the shelf yet.
    why
    ~> carries each part on to the next without collapsing them

projection where it goes

  1. *rpg[orientation]{open.sit}<evidence>

    add evidence

    • add
    • near
    lands
    Not on the shelf yet.
  2. *rpg[orientation]{open.sit}<display>

    add display

    • add
    • near
    lands
    Not on the shelf yet.
  3. *rpg[orientation]{open.sit}<receipt>

    add receipt

    • add
    • common
    lands
    Not on the shelf yet.
  4. *rpg[orientation]{open.sit}<china>

    add china

    • add
    • common
    lands
    Not on the shelf yet.

Constructs · Specimens · Take one line apart · Learn it a mark at a time