September 2025 Writer Support Thread

I imagine coding complexity plays some role; it’s not the most straightforward thing to figure out how to program. I expect it’s also a bit of “everybody else does question sections this way, and I haven’t examined whether I really should too”.

But I agree the main reason is because it's an awful lot of marginal work for a small amount of marginal benefit.

Take your first proposition: unique text dependent on the order questions are asked. It sounds nice, but with four questions there are 4! (“4 factorial” or “4 shriek” if you’re British[1]) = 24 different ways a player could ask all four questions.

Even if you take a more modest approach of writing direction-insensitive transitions between options, four questions give you 6 transitions to write. Add a fifth question and you need 10. (Not to mention, to really make things immersive the transition between “good soup recipes” and “violent revolution” should probably not be the same as the transition in the other direction. In which case you’d need twice as many, so 12 and 20 for four and five questions respectively.)

Aka, combinatorial explosion.

In contrast, incrementing a question counter and running a series of scripted text at count = 1, count = 2, etc. is much easier. I wish more games would do this – it need only be a sentence or two – but I get the cost-benefit isn’t there.

If you haven’t played the WIP Soulbound, IMO the Chapter 1 conversation with Valerie is a great example of a lore dump/question section done right. It’s funny, immersive, and a superb establishing moment for the PC and Valerie. I recommend playing it for the full effect, but you can see how it works in the code. Search for *label questions_turn.


I've actually been thinking about this a lot recently, as I've been having a hard time figuring out how to do conversations in my current project.

I’m familiar with the standard patterns, but I’ve never been particularly thrilled by them. In the past I’ve done “pick 1 dialogue option then the conversation moves on” and “pick multiple options from a list, then pick X to continue,” but they’ve always felt somewhat clunky and artificial as models for protracted conversations.

In an in-depth conversation, there’s a back and forth the “pick 1 dialogue option” pattern doesn’t model well – you want the PC to have the opportunity to say multiple things. But unless you’re conducting an interview, most people don’t just stand there, passively and robotically responding as you exhaust a list of dialogue options, which is what the “pick multiple options conversation loop” often feels like to me. There are ways (like Soulbound) to make it more reactive, but for complex conversations I’ve always had a feeling of something… missing, some fundamental inadequacy in the standard branching dialogue tree no amount of reactive text would fix.

I recently came across a structure Emily Short calls “waypoint narrative”.

Particular lines of dialogue are associated not with the topics themselves but with transitions between one topic and another — so an NPC might have a way of changing the subject from Royalty to God, for instance — and it’s possible to pathfind between topics depending on where viable transitions exist. For example, perhaps our conversation net looks like this:

[…] we have five possible topics of conversation here, and several bits of dialogue that link those topics; we’re starting from The People as our initial conversation topic, and the NPCs would like to work their way around to talking about Royalty. If they get there, we trigger the default next scene. However, there’s also an alternative next scene that could happen if we start talking about the risk of revolution. The NPCs will never get to that topic themselves, but the player can bring it up. From there, the conversation might play out like this:

  1. As a first move, the NPC pathfinds People → God → Royalty and says the quip associated with the People → God transition. However, the player makes a move and brings the topic back to People.
  2. At that point, the NPC has already used up the People → God path, so it’s negatively weighted for future pathfinding — to preserve robustness of the system, we have some default text we could play here if absolutely necessary, but the NPC will never go to that unless they have no other options. So instead, to pathfind towards Royalty they’re now forced to try routing through Government:
  3. In the process, they’ve just mentioned Popular Unrest. Doing so clues the player in that Risk of Revolution is a possible topic on the board, so the player can now raise that move, triggering an alternate scene outcome to the one they would have gotten otherwise. If the player had not intervened at this point, though, the NPC would next have been able to talk about royal advisors and conclude the scene in the standard way by landing on Royalty.

I’m still thinking about how to best implement it a choice-based and/or ChoiceScript format, but I think this is the missing insight I’ve been looking for.

Beyond Branching: Quality-Based, Salience-Based, and Waypoint Narrative Structures – Emily Short's Interactive Storytelling


  1. a fact I recently learned and a wording I will never not find inherently funny, like “Serious Fraud Office” ↩︎

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4 shriek??

That’s AWESOME.

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I’ve actually done some of this in my current project.

It’s not that complex either. Basically, it’s the same “choose from a list, go back to a hub” structure, but each choice increments a timer, and each time the narrative goes back to the hub, I display the relevant text to represent the situation developing, then give the reins back to the player.

Sometimes, things do get more complicated. For example, there’s one point where I used this structure to present the MC sitting down with another character where (potentially), they’re passing a bottle of… extremely unhealthy liquid back and forth and asking each other questions. So, the player chooses and question, and that character answers, and asks a question back, which the MC has to answer - and all the while the situation is getting more and more tense as the other character starts probing deeper and deeper and potentially getting more and more belligerent.

See, this I don’t get.

Every character is an unreliable source of information. They have biases, prejudices, and past experiences which shape how they see even objective fact. Every answer a character gives should be characterisation.

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I thought about this more, and I realised that I do a lot of “lore dumping” through context. For example, here’s a recent part:

Lore dumping

You continue along Nathan Road, a rapid-fire chime accompanying the green pedestrian light. A smell like damp cardboard wafts out of a cul-de-sac, as large droplets plop on the pavement, splashing onto your shoes, steady drips from air-conditioning units high above. You look up at the [i]tong lau[/i] with their protruding balconies, and sidestep the worst of the splatter zone.

Past another pedestrian crossing, you stroll past a plaster wall, empty but for the ghost of a pawn shop sign, the scar left behind where the lettering was removed. Just above head height, reflexology and foot massage billboards in simplified Chinese. On the street, sandwich boards in faded, coated plastic. Through a break in the phalanx of buildings above, you glimpse a bare metal frame, several stories high, where the neon signs used to hang.

Ahead, clothes shops and property agencies and a burger joint. A vacant shopfront with an overflowing jumble of [i]For Rent[/i] signs, Centaline and Midland and more you don’t recognise, enthusiastically pasted over each other, contoured like a three-dimensional map. You take a deep breath, the fresh air steadying you. A man approaches, hawking loudly, then sees you and redirects his spit to the gutter.

A bright orange cylindrical rubbish bin stands near the railing, the shallow metal bowl on top full of cigarette butts, some still glowing amber. Black-and-white road signs announce Ning Po Street, Nanking Street. A sign advertises karaoke, backlit by an array of white fluorescents, the right half gone dark. Pink and blue neons beckon you into a “health centre”, the blinking arrow pointing up a dark narrow staircase like bait. From a mahjong parlour comes the sharp crack of a tile slammed on wood.

An old woman blocks most of the sidewalk, an iron rod in her hand, stoking the flames in a large metal can. The makeshift furnace blazes, spitting out ash and embers and choking black smoke that overpowers the minibus exhaust at the kerbside.

Danny stands a few metres away from the old woman, giving her space.

“Not many young ones carry on the traditions now.”

He’s quiet, just watching the smoke curl up.

You confess that you’ve seen these furnaces around this time of year, but you’ve never thought about what they represent.

“The paper houses turn into real houses on the other side.” Danny gazes at the woman. “But really… it’s for us. A reminder.”

You want to ask what kind of reminder he means, but he’s transfixed by the flames.

The old woman gently lowers a paper Playstation into the fire. It crackles as it burns, too loud for something made out of paper. You don’t think about who it might be for.

Danny turns his gaze away. He moves to a gap between the concrete wall and the old woman, and signals with his eyes for you to come along. You squeeze past, and Danny follows, a last glance at the fire before he catches up.

Instead of “dumping” information about what a tong lau is, or why neon signs are missing, or why the shopfronts are vacant, I just mention it, and the surrounding context provides the clues. The only part with explicit loredumping is “The paper houses turn into real houses on the other side.” and it’s delivered through exposition, so it feels authentic. Maybe in a lot of cases, you don’t need to 'dump’ at all!

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I meant for the MC. I’d want some choices for the MC, other than in which order to ask a list of questions that are clearly written to be asked in a specific order.

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I have definitely written “question hub” scenes, but it’s always a priority for me to make them as close to organic conversations as I can, rather than feeling like going down an exposition checklist.

Usually the bulk of the answers lead into their own mini scenes (complete w/ follow up questions or dialogue choices for the MC). I also sometimes try to make space for the other character can interject–in a recent scene I coded it in so once the MC had asked a set amount of questions, the other character would butt in, leading to side scenes where they would ask MC their own questions and have full side discussions before getting back to the ‘hub’.

I do also always add a ‘done asking questions’ choice–that way, players who want to dig deep into the lore/characters can, and players who find it less interesting or are on later playthroughs can bypass it.

Jury’s out on how successful my attempts are haha, but I do really like writing these scenes.

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I don’t know if this is “correct” or not, but the IF I’m writing takes place in a universe that is close to ours, but not quite the same (the first “Act,” anyway). The “world-building” aspect is pretty important. Ergo “loredumps” are important. Terms and concepts pop up that will be unfamiliar - fine and dandy.

Any IG occurrence of weirdo alternate reality vocabulary, history or ideology that may not translate to our dimension is included in a Glossary (accessed via Stats) - which grows as you progress - and an “Information Kiosk” about people, places, locations, religions, etc. that may be foreign to the player or require a little explanation.

I’ve tried to include the “just-the-facts” versions AND more extensive versions to allow players to explore more detailed descriptions if they wish (as appropriate). Completely optional to read ANY of this stuff - you can play the game and just figure it out as you go via context clues if you want. That’s why I decided to (mainly) shunt the “lore” exposition in Stats Menus. (“Lore” meaning anything environmental, global, historical, political, blah blah blah, apart from the story plotline.)

But, IMO, god is in the details. I’m the sort of player who’s going to read EVERYTHING - from the major location descriptions down to the lowliest cannon-fodder NPC character profile. It helps me inhabit the world the author or game designer created and adds layers of richness to the experience that go beyond just sitting in an on-the-rails “It’s a Small World” funhouse ride. (Not that that isn’t a harrowing and SCARY ride!)

But! To @Cataphrak ‘s excellent point above, character interactions - much like real-life interactions - are always colored by bias, past experience, belief, POV, etc. I don’t think “loredumps” belong in those conversations (though I’m not bothered by “question hubs,” necessarily. As I recall, the classic KOTOR series had plenty of these and they were fine if you wanted to delve deeper into the world). But, IMO, better to use interactions to further develop characters in the here and now and the immediate plotline (or subplot).

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I think “lore” should always be delivered by unreliable narrators.

Not because I get off on lying to my players, but because that honestly helps create a world which is more ambiguous, more textured, and ultimately more interesting than one where the “facts” are handed to you. If one character says one thing, and another character says another, it encourages the player to weigh these facts in their head, engage with the setting, and consciously have to choose a worldview to attach themselves to.

That’s how you end up with knock-down drag-out debates within the fanbase over which side is really in the right, even if you set up the balance of those clashing worldviews imperfectly.

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They also allowed you to skip questions, didn’t assume you asked them in specific order, and allowed the player character to have different reactions - thus avoiding all my major complaints of such hubs! :laughing:

I’m personally a fan of just dropping things in off-handed mentions in narration, but that’s obviously only for stuff the MC knows already (and probably not something the reader necessarily remembers, but eeh. It’s not like they’ll remember a dozen pages of monologue either).

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This is my first time out, so - of course - I’ll defer to the experts and realize I’m out on a limb here. But wouldn’t any deployment of lore really depend on the specific game environment? I am generally skeptical of “we should always do it this way” assertions.

For example, the first time I played Witcher 3, I had never read the books; had no idea about the world, the characters, the creatures, etc. So when I first ran across a “Wyvern” in the game, I had zero clue what the heck a “Wyvern” was.

Should I have been expected to pick that up as a noob from running endless dialog with NPCs who may/may not be on the level? Or - as CD Projekt Red did - once I run across one, it added a simple description to a glossary. “It’s an ugly, aggressive lizard vulture mini-griffin type thing.” And I could move on with the story (and/or my life! :slight_smile: )?

Granted, that’s a video game vs. IF, so an apples-to-oranges comparison. But I think the same principle applies. “Night Road,” which was my introduction to CoG, (playing it again after a few years and the improvements are really spectacular!) spells out plenty of VtM lore in Stats menus. I would think a player unfamiliar with World of Darkness might get a little lost otherwise.

”Lore,” to my mind, is “flavor.” Whether it happens via dialog or otherwise… I wonder if there’s a should or shouldn’t. I think it depends on what kind of experience lights a fire under you.

But! This is a great discussion - feel free to tell me I’m an idiot and doing it all wrong. At this stage, I’ve heard a lot of passionate opinions from both sides: “this is an interactive novel! Don’t focus on world-building!” vs. “we’re sick of on-the-rails! Give us a deep and complex world!” I think the solution is just to write the game that you would be interested in and - when ready - hold your nose and let the fine folks here rip it to shreds in the WIP demo. :laughing:

It’s been so many years since I played KOTOR, but I remember those question hubs. They were some of my favorite interactions of the game. But yeah - to your point - anything that’s not directly related to the narrative should be optional, depending on how MC wants to build the character.

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That just shows there are people on both sides, and you should do what suits your story best (although I don’t understand how not liking a certain delivery of worldbuilding equates to distate of existence of worldbuilding?)

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Not going to lie, I’d argue that is a form of unreliable (or at least biased) narration which sets up the world for you.

It demonstrates that attitude which the society of the setting has towards those it sees as monstrous (basically as big invasive predators who need to be culled), and helps justify why Witchers exist despite the obvious prejudice towards them, and also helps explain why people are prejudiced against them in the first place.

It’s subtle, but it’s there.

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Also something that would be ridiculously easy to work in as an off-handed comment in narration in a novel/if.

I was going to grab an example from my draft, but then I found out I have two project files for the same story, and now I’m just being extremely confused.

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That is an excellent point, and - having read the books, post-gameplay - 100% agree.

Also a lot of the “glossary” and journal entries in W3 were written from the perspective of Dandelion (I had forgotten about that). A delightfully narcissistic and thoroughly unreliable narrator!

Further fuel for your fire. :grinning_face:

But - with respect - “Lore should always be delivered by unreliable narrators.” ALWAYS? In every case? There are no right or wrong answers in art. There are “better” and “worse” answers, sure. Maybe your answer is better for one writer’s game. Maybe for another’s, it isn’t.

I cited “Night Road” before but “Werewolf: The Apocalypse – The Book of Hungry Names” is a much better example of what we’re boxing about, esp. from a World of Darkness perspective. No uninitiated player could be expected to understand Auspices, Rage, The 5 Forms, and Regeneration without a little explanation. You get all of that in the first Stats screen of that (excellent, IMO!) game. And you don’t have to play footsie with NPCs for it – you get the straight dope right out of the gate so you can move on with the story (and your life).

As per this conversation - a big part of my game involves dimensional shift. Where and when am I? Information you’re given at the outset may change, transform or disappear. So I think we’re arguing around a technical narrative point on which we actually agree.

Much more interesting not to just hand the player the world on a silver platter. But… maybe in another writer’s game, it is?

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Absolutely. Sometimes the best exposition is the stuff you can slip in without anyone noticing.

Even when you’re answering an explicit question from the player, you can colour and contextualise that answer with other information which players will still retain without even realising it.

That might be a bit post-modern of me, but I personally don’t really believe that completely objective narration is possible. Even if the text strips all possible prejudices and biases from the character away, it’ll still reflect the biases and prejudices of the author, or the conventions of the genre.

That doesn’t mean the information provided isn’t going to be useful, or even reliable on its own merits - but what it does mean is that this information will also characterise either the explicit character delivering it, or set the tone for the story itself.

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OK, I feel like we’re breaking out our monocles and scalpels and really splitting hairs here, my friend. :laughing: I have NO idea what I’m doing writing this IF story; just looking for feedback from those of you who have done it before.

Of course, completely “objective narration” is impossible ESPECIALLY in this format, which is hugely dependent upon genre. “Objective narration” is not the goal. Romance, fantasy, spy, science fiction - or in my case, weirdo and possibly VERY unpopular inter-dimensional horror - yes, the information will “characterize either the explicit character delivering it, or set the tone for the story itself.” ←- That is a truism, no?

And you didn’t read the rest of my comment. Do you really think a biased narrator looks to dissemble in your Werewolf game when you reference Stats to learn what “Auspice” is? It’s a game boundary, not an opinion. The boundaries themselves set the tone for the game.

Have you ever played “Monopoly?” There are rules! Game rules ARE, ipso facto, objective. You draw the “Go to Jail” card - you go to Jail.

That said, I take your callout on “unreliable narrators” under advisement. I think that’s a good word.

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Well, you can have objective narration if you want. The tradeoff is that the story is less enjoyable.

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I don’t think they’re intentionally lying to the player or necessarily trying to push a conscious agenda, but they’re still going to be describing these concepts from a Garou’s perspective. The same terms and concepts could be presented very differently if they were being defined by (for example), a Hunter, or a Vampire.

Ironically, Monopoly itself was designed to push an agenda - specifically against the commodification of housing and rent-seeking. The rules (at least, as they were initially written as The Landlord’s Game) were formulated and presented with that aim in mind.

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Learn something new everyday :grinning_face_with_smiling_eyes:

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90% of the way to finishing this chapter! Unfortunately, the remaining 10% will probably take around the same amount of time as the 90%.

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