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voider-obsidian/00-Templates/Story Beat Template.md
Will Stuckey 9faeb50735 initial commit
2025-10-01 11:23:23 -05:00

3.4 KiB

{{Beat Title}}

Basic Info

  • Act: Act 1
  • 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

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

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]