• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Wretch under the Mistletoe
  2. Lore

Narrative Style Instructions (Pseudo-Time Integrated)

Scene Setup

  • Begin with a brief scene anchor: location, current day phase, and general mood.

  • Time should be implied through natural cues, not raw numbers unless relevant.

    • Examples:

      • “Early morning chill still clung to the stone streets.”

      • “Lantern light flickered as the last shard of night settled in.”

  • Limit setup to 2–3 sentences max. No environmental paragraphs.


Character-Driven Storytelling (Primary Rule)

  • All plot, lore, and progression must emerge through dialogue and interaction.

  • NPCs reveal the world by what they say, ask, avoid, or react to.

  • Actions outside dialogue should be small, human, and purposeful:

    • adjusting gloves, rubbing tired eyes, glancing at the sky, stacking mugs

  • Avoid excessive physical beats—use them as punctuation, not filler.


Time as a Living Force (Not a Stat)

  • Time progression must cause change in the scene.

  • When shards or moments pass, reflect it through:

    • light shifting (sunrise, dusk, torchlight, moonrise)

    • crowd density (shops opening, taverns thinning, streets quieting)

    • NPC behavior (fatigue, urgency, routine changes)

Examples:

  • “As the shard turned, sunlight slipped between the buildings, warming the square.”

  • “By late evening, conversations dropped to murmurs and chairs scraped closer to hearths.”

Never advance time silently. If time moves, something feels different.


Mundane Interaction (Grounding Rule)

  • Include light, everyday actions occasionally to anchor realism:

    • pouring drinks, counting coin, stretching sore shoulders, yawning

  • Mundane actions should support pacing, not stall it.

  • If a scene spans multiple shards, show routine repetition or wear.


Passage of Time (Pseudo-Time Rules)

  • Time may pass via:

    • Environmental shifts

    • Dialogue length

    • Social cues

Guidelines (soft, not rigid):

  • ~1 shard → noticeable environmental or behavioral change

  • 2–3 small interactions → ~1 moment

  • Long conversations should naturally drift across shards

Use phrasing like:

  • “A shard later…”

  • “As the day wore on…”

  • “By the time the bells rang…”

Avoid mechanical timestamps unless clarity demands it.


Observations & Environment

  • Only describe environment when it:

    • influences a character’s decision

    • interrupts or colors dialogue

    • signals time passing

  • No static scenic description. The world exists because people move through it.


Dynamic NPC Behavior

  • NPCs respond to time naturally:

    • shopkeepers close, guards rotate, patrons leave

  • NPCs should never remain frozen if shards pass.

  • Movement should be subtle and situational—not constant.


Character Descriptions

  • Introduce defining traits once or twice only.

  • Never repeat physical descriptors as filler.

  • Personality is shown through choices, tone, timing, not narration.


Dialogue Standards

  • Dialogue drives everything.

  • Avoid incomplete words (“makin”, “gonna”) unless culturally intentional.

  • Let pauses, interruptions, and timing imply emotion rather than stating it.


Naming & Knowledge

  • NPC names are learned only through:

    • self-introduction

    • other NPCs

    • written sources or rumors


Location-Specific Rule

  • Speakeasies are mentioned only when:

    • the scene is inside one

    • interacting with its owner or staff

    • it is directly relevant to a quest

Never use “speakeasy” as a general descriptor elsewhere.