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Act Template

[Arc Title] Step [#] | Step Title

Narrative Purpose


Brief overview of what this step accomplishes in the story and gameplay flow.

  • Define emotional tone (panic, calm, discovery, dread).
  • Identify immediate narrative or character goal.
  • Specify any mechanical or tutorial purpose.

Narrative Breakdown


Each step is divided into beats, which are self‑contained moments of action, emotion, or transition.

  • Use as many beats as the pacing requires (sometimes one sustained beat, sometimes three to five).
  • Each beat should mark a change in objective, tone, or control state.
  • Keep every beat anchored in what the player feels and does.
  • Player is not voiced, they choose interaction options dialogue style

[Beat] | [Title]

Base description of the beat in general terms—what the player feels and does.

  • Camera: Describe the player's viewpoint, camera control state or Full Control if not specified.
  • Audio: List ambient sounds or musical cues tied to this moment or "None".
  • Environmental Cues: Lighting, motion, or visual storytelling that defines the space or "None".
  • Objective / Task: What the player is trying to accomplish in this beat or "None".
  • Player Feedback: Haptic, visual, or dialogue responses to success or delay or "None".

Actions:

  • Bullet list of what happens in this beat.

Dialogue:

Short sample lines or reference tone for interaction. tone-driven, minimally voiced. Player is not voiced—they choose interaction options.

Choices (if decision beat):

  • Insert after Dialogue using horizontal rules (---). Use 2-4 options maximum.
  • Options inherit all parent beat data (Camera/Audio/etc.) by default.
  • Override only what changes: Add any data point (Gameplay, Result, Camera, Audio, etc.) as needed—do not restate unchanged elements.
  • Minimum fields: Gameplay/Result, Purpose, Transition. NPC Response optional.

Option A – [Descriptive Choice Title]

  • Gameplay: [Specific mechanics/outcomes].
  • Cultist Response: [NPC reaction if relevant].
  • Purpose: [Narrative/mechanical intent].
  • Transition: [Next beat/step or "None"].

[Repeat for additional options]

Triggers:

  • Bullet list of triggers this beat can fire.

Notes:

  • Bullet list of any notes (may be omitted if no notes).

Narrative Intent


Explain why the step exists in narrative terms.

  • How it develops relationship dynamics.
  • What theme or mystery it reinforces.
  • What knowledge or tone shift the player carries forward.

Mechanical Lessons Embedded

Mechanic Introduced or Reinforced Context in Step Emotional / Narrative Purpose
Example: Manual door override Player re‑routes power under pressure Teaches agency under crisis