text: [Themes: Humor, humor, homage, death]
  
  Loading game...
  
  1 : Read Me First
  
  2 : Credits and Thanks
  
  3 : Begin Reaping
  
  Please Choose an Option.
  
  Ver 1.0 2007.
  Written in ADRIFT by James Webb (aka revgiblet)
  Please feel free to send any feedback to revgiblet@gmail.com
  Any similarities to anything you have witnessed, written or anyone you know is purely coincidental. Frankly I'd find it incredible if you've ever witnessed any of the situations in this game.
  
  [Author's Note: Step into the bare feet of the Grim Reaper for a day and make sure that five pesky souls keep their appointment with the afterlife.]
  
  > 1
  It's a fairly easy life being the Grim Reaper. People often make the mistake of assuming that you appear at every death. Of course, that's a mistake that they only tend to make once. The reality is quite different. Death tends to happen to people whether you are there or not, you actually only show up for the more unusual cases. Every now or then someone will put up a fight and not take death lying down. That's when you show up to make sure that they play by the rules. Essentially, you're a high stakes baliff.
  
  Every day your Supervisors mail you a list of the difficult cases.
  You have twelve hours to make sure that souls are reaped and the wages of sin are paid. Welcome to a day in the life of Death.
  
  This will tell you how long you have left before the day ends. You don't want to know what happens if you don't finish reaping the alloted souls within the time limit.
  
  Where 'X' equals your destination. You own a skeletal horse, named Horse (you are not known for your imagination). Tell him/her where you want to go and he/she (it's difficult to sex skeletal horses) will take you there. To return to your home then use the simple command say home to horse
  
  The ultimate command. Provided that you are holding your scythe and can get to your client, this will send the death-shy soul to the afterlife. You must utilise this command on all clients to complete the game.
  
  1 : Read Me First
  
  2 : Credits and Thanks
  
  3 : Begin Reaping
  
  Please Choose an Option.
  
  Ver 1.0 2007.
  Written in ADRIFT by James Webb (aka revgiblet)
  Please feel free to send any feedback to revgiblet@gmail.com
  Any similarities to anything you have witnessed, written or anyone you know is purely coincidental. Frankly I'd find it incredible if you've ever witnessed any of the situations in this game.
  
  > 2
  I owe the following people something, so I thought a 'Thank You' here would do. Most of them will probably never read it anyway. Still, it's the thought that counts.
  
  Thanks to...
  
  Campbell Wild for the ADRIFT generator. Now the stories in my head can come to life. And is that your real name? It's kind of cool.
  
  welcome and giving (mostly) good advice.
  
  David Whyld, de budding and Ren for beta testing my first game, The Sisters. The advice they gave and changes they suggested made it ten times better than it originally was (before it was only worth 0.5 out of 10)
  
  All the people who played, reviewed and voted for The Sisters during the 12th Annual IF Competition. The whole experience encouraged me to keep writing. So this game is mostly your fault.
  
  rotter for Unauthorized Termination and inspiration for text formatting.
  
  Lumin for beta testing this game and pointing out my clumsy punctuation skillz.
  
  www.strange-facts.com for giving me some...err...strange facts.
  Terry Pratchett for the Discworld books. I could make a convincing case for the fact that my anthropomorphic Death is very different from his anthropomorphic Death, but seeing as I got the idea for this game when I was reading Reaper Man it's a futile exercise.
  
  1 : Read Me First
  
  2 : Credits and Thanks
  
  3 : Begin Reaping
  
  Please Choose an Option.
  
  Ver 1.0 2007.
  Written in ADRIFT by James Webb (aka revgiblet)
  Please feel free to send any feedback to revgiblet@gmail.com
  Any similarities to anything you have witnessed, written or anyone you know is purely coincidental. Frankly I'd find it incredible if you've ever witnessed any of the situations in this game.
  
  > 3
  You are standing in your living room. It's quite small and cosy, with panel flooring and painted walls (black, of course). A bookcase stands against one wall. On another is a shelf, on which rests your CD player and collection of CDs. A comfy, well-worn leather armchair lies right bang in the centre of the room facing the only window. You often like to sit on the chair staring out into the empty, black void of time and space that your home backs on to. It's not a great view, but it's something to look at.
  
  Exits: East
  
  > Inventory
  You are carrying the Golden Hourglass.
  
  > examine Hourglass
  The grains of sand tell you that you have twelve hours left to complete your contract.
  
  > About you
  You are about six foot five inches tall, dressed in the blackest robes anyone has ever seen. Your hairless, so-pale-it's-almost-translucent skin is stretched across your skull like clingfilm on a billiard ball. Your eyes are about the only thing in this reality that are darker than your robes, and your spindly, gaunt hands protrude from your sleeves like a bunch of chopsticks. You secretly think of yourself as 'quite handsome'.
  
  > look at the cds
  You're not sure if two CDs can rightly be called a collection, but if they can then this is your CD collection. You have The Eagles: Greatest Hits 1971-1975 and the CD single of Candle in the Wind 1997 by Elton John.
  
  > look at the books
  You pick up a diary at random and flick to a page.
  
  When I saw that it was Friday the 13th I should have known that I was in for a bad day. I accidentally materialised in the middle of the ladies changing room at a swimming pool. People were throwing things at me and screaming. It doesn't take much to discourage me. Perhaps I'm not cut out for this job after all? Well, I'm sure something good will come along soon. Chin up and all that!
  
  You put the book back on the shelf. You can see no need to take any of them with you.