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voider-obsidian/00-Templates/Story Beat Template.md
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# {{Beat Title}}
## Basic Info
- **Act:** [[Act 1|Act 2|Act 3]]
- **Chapter/Scene:**
- **Beat Type:** (Plot, Character, World, Revelation, Choice)
- **Tone:** (Tense, Revelatory, Action, Quiet, Disturbing)
- **Duration:**
## Summary
- **What happens:**
- **Why it matters:**
- **Emotional goal:**
## Story Function
- **Plot advancement:**
- **Character development:**
- **World building:**
- **Theme exploration:**
- **Information revealed:**
## Setting & Context
- **Location:** [[Location Name]]
- **Time/Circumstances:**
- **Atmosphere:**
- **Corporate presence:**
- **Surveillance level:**
## Characters Present
- **Protagonist role:**
- **Key NPCs:** [[Character 1]], [[Character 2]]
- **Corporate agents:**
- **Civilians affected:**
## Player Agency
### Interaction Type
- **Cutscene:**
- **Interactive dialogue:**
- **Gameplay sequence:**
- **Environmental discovery:**
- **Player choice moment:**
### Player Options
- **Corporate-aligned choice:**
- Outcome:
- **Resistance-aligned choice:**
- Outcome:
- **Independent/Neutral choice:**
- Outcome:
- **Morally ambiguous choice:**
- Outcome:
### Approach Variations
- **Stealth discovery:**
- **Direct confrontation:**
- **Social manipulation:**
- **Technical/hacking:**
## Dark Sci-Fi Elements
### Corporate Influence
- **Surveillance implications:**
- **Control mechanisms:**
- **Propaganda presence:**
### Moral Complexity
- **Ethical dilemma:**
- **Gray area decisions:**
- **Unintended consequences:**
### Technology Impact
- **Augmentation relevance:**
- **System dependencies:**
- **Digital vs human:**
## Information Layer
### Surface Level
- **What's obvious:**
- **Public information:**
### Hidden Truth
- **What's really happening:**
- **Corporate secrets:**
- **Personal revelations:**
### Investigation Options
- **Environmental clues:**
- **Data logs/terminals:**
- **Character dialogue:**
- **Optional discoveries:**
## Emotional Beats
- **Opening mood:**
- **Tension building:**
- **Climax moment:**
- **Resolution feeling:**
- **Setup for next:**
## Dialogue & Key Moments
### Important Lines
- **Character revelation:**
- **Corporate doublespeak:**
- **Personal truth:**
### Visual Moments
- **Key imagery:**
- **Environmental storytelling:**
- **Symbolic elements:**
## Consequences
### Immediate Effects
- **Character reactions:**
- **Relationship changes:**
- **Information gained:**
### Long-term Impact
- **Story implications:**
- **Future quest access:**
- **Character arc progression:**
- **World state changes:**
## Multiple Outcomes
### Based on Player Choice
- **Corporate favor:**
- **Resistance support:**
- **Personal relationships:**
- **Future complications:**
### Based on Previous Actions
- **High tech approach:**
- **Low profile approach:**
- **Previous faction choices:**
## Connections
- **Previous beat:** [[Beat Name]]
- **Next beat:** [[Beat Name]]
- **Parallel storylines:**
- **Foreshadowing setup:**
## Technical Requirements
- **Assets needed:**
- **Special mechanics:**
- **Performance considerations:**
- **Player feedback systems:**
## Development Notes
- **Design intent:**
- **Player experience goals:**
- **Thematic purpose:**
- **Alternative versions:**
---
**Tags:** #story-beat #[act1/act2/act3] #[main-story/side-story]
**Faction Impact:** #[human/automaton/bioslave/uploaded]
**Player Agency:** #[high-choice/medium-choice/low-choice]
**Status:** #[concept/draft/implementing/complete/cut]