Original Post
Ok, writers, don''t write a story. The player wants to live their own story, not yours. Otherwise, they''d read a book. So, instead, use your best writing skills to write a paragraph (or two, or three). Let that paragraph define an interesting situation you would like to see the player immersed in. The prose isn''t important, except for your own personal visualization. What is important is the content. It should be compelling or fascinating, or perhaps funny, maybe ironic. If you wish, introduce a character in the paragraph. Make that character interesting.
Now, define the constraints which require this mini plot to be put into motion. Define the states that this mini plot will leave on the world when it has been enacted. Provide for at least two outcomes of the mini plot.
Some should be completely independent of any main story. Think of them as a brief interlude from the real story. Others should follow on what has happened before, and others should attempt to setup states for furthering the story. But each should stand on its own as entertaining.
Remove the random cardborad cutout encounter from the game, and instead use your writing abilities and imagination to add depth and subtlety to the player''s experience. But don''t completely constrain the flow of the story with rigid elements. Let there be customizable dynamic elements in each mini plot which can be tailored to the situation at hand. And then flesh out the choices for the slots and roles to be filled, thus creating templates which when dynamically created, seem real.
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