Wednesday, September 19, 2012

Game Translation: The Suffering

The Suffering is an Action Horror game where you control a character called Torque who has been put into prison for murdering his wife and children in a fit of anger - which he may or may not have done depending on your actions during the game. Torque's defense is that he doesn't remember the crimes. It obviously doesn't go so well as he ends up in a prison on Carnate Island. It gets worse from there when, after a few days, an earthquake happens and Torque's fellow prisoners are killed off one by one by monsters.

One thing to consider is whether you want your players actions in-game to also determine their characters' actions prior to the game. Are they guilty of the crimes they are accused of? Well, maybe. It'll depend on how good or evil they are (or if they're somehow balanced between the two). Of course, you'd need player buy in before you start with this as it requires a lot of trust for your players to let you decide such an important feature of their characters.

One way to do it is to keep it transparent and provide them with moral or immoral points as they go along and then tally up the totals. Its a bit mechanical and a more story-focused version where you make the decision holistically might work better but not every player will go for that. If you involve some form of amnesia, whether natural or supernatural, you may gain a bit more buy in. You could also provide them with pre-generated characters as players are generally more receptive to decisions made about characters that are not truly their own.

Another thing to consider is whether you want to include an 'inner monster' that the player characters can tap into to better defeat their enemies. In this videogame, you have to kill enough monsters to tap into it through some sort of inner rage meter. You could do something similar here by giving them tokens or points when they kill something but, if so, you might want to keep the required number of kills low as fights often take a fair amount of time to get through. You could have other enraged actions count as well such as verbal abuse or signs of cruelty.

This kind of game really needs symbolic monsters so you will need to generate appropriate monsters that are defined by the sins of the character or, in the case of the Suffering, the sins that are resonant with the area. Drug abuse in the Suffering, for example, is shown by crawling, emaciated creatures with glowing syringes in their eyes that attack you with their needles. Men buried alive burrow through the ground and attack you with hooked chains.

To create these, brainstorm up a list of possible signs of human cruelty that have occurred in this area and figure out the back stories behind them so you can lay clues in the game for the players to learn more about their situation. Then take those sins or cruel acts and figure out what something like that might look like or how it might attack someone.

As an example, let's look at a series of car accidents caused in a particular location by a lazy council not willing to spend the money and a reckless populace not willing to slow down. What enters your mind when you think of a car accident? Write down a list and then pick out the most poignant aspects. For me it'd be the sound of rending metal and shattering glass and the way the car sounds when its moved as the crumpled metal slides back. The other poignant detail for me would be the visual of broken glass on asphalt spattered with blood.

The next step I would take is to think about what might make that sound or leave those glass shards. How about a figure whose flesh is studded with hunks of metal and glass that drag across the asphalt? Its head mostly hangs down, as though its passed out, or perhaps has a broken neck, and it swings as it walks. It hurts you by charging into you with arms outstretched as though for a hug. Perhaps it looks adolescent. Perhaps an adolescent male to represent the stereotypical crashers or an adolescent females to represent the stereotypical passengers.


"Come on, the first one's free."


This monster also leaves a trail of blood spatters and broken glass behind it that will tear into your shoes if you don't try to avoid it. It also wears a hoody (teenager imagery) and you can only see a few bits of metal jutting out through slits in the fabric as it slouches along until it throws open its arms and you can see its mangled chest and devastated face. I'd figure out how damaging it is depending on how lethal it is. In the World of Darkness its charge would probably have a risk of knockdown that deals bashing and cuts them with one lethal. That way I could use them in small groups.

A campaign based around The Suffering, or including elements of it, should appeal to Action Heroes as you can be a badass while taking down interesting threats that change up the battle scenes occasionally. Plus, who's to say they can't change it up all the more in a roleplaying game with the odd car chase, rigged explosion, or tactically trying to set enemies against each other. Explorers will enjoy the history and strange places that are being warped by the odd situation.

Tacticians will enjoy the urban element and finding the best routes across dangerous terrain but they may also have an instinct to hole up or try to herd survivors safely rather than leaving them to fend for themselves after an initial rescue. You'll have to either discourage this early by showing in-game the tactical disadvantages of attempting to keep any safe house or pointing out that survivors are more at risk around them than away from them.

Communicators won't find all that much here for them but could still enjoy the character development and chances to interact with colourful characters so ensure that each NPC is as interesting as you can make them and give the odd rest spot for the characters to grow and develop. Investigators can be tempted along with their eye on the prize. Some grand conspiracy or question that needs answering that can be discovered along the way. Who is the bad guy? Why is this happening? Drop enough clues to keep them motivated.

You can find the trailer for the game over here. If you'd like to read the sort of tropes that The Suffering used, you can find them here.

For the next Game Translation, you have a choice of these: Left for Dead, Half Life 2, Silent Hill, Project Zero, Gears of War, Mass Effect, Dracula: Origins, Realms of the Haunting, Dragon Age 2, and pretty much any survival horror or horror game. If no one picks anything by next week, it'll be Dracula: Origins.

If you want to see the list of games I've done thus far, you can find the Game Translation series starter over here.

Tuesday, September 18, 2012

Following the Path to its Rightful Conclusion.

An adventure is like a path winding up a mountain. Some of the sections are up a steep slope with the characters wheezing and slogging and working hard every minute and other bits are more relaxed, calm, perhaps even beautiful with a little bit of sightseeing and character growth along the way. The conclusion is right at the top of the mountain when the pacing has peaked and that last stretch of path is generally the hardest. Not always, as its a roleplaying game and not a movie and therefore you've got more flexibility with pacing, but at its best it gets tense and the stakes go up before the end.

The trick is ensuring that the game gets to its rightful conclusion. This is a tricky thing to do because the right conclusion isn't strictly about what you think is best and so you can't just rely on your own beliefs.

If you don't have the time to prepare for your ending because you're improvising it or the players have changed it up within the session you're currently running, then you'll need to go with your gut but pay a lot of attention to what you're hearing. If your players are getting really excited about setting up an ambush to take out the enemy, then consider letting it at least be partially successful.

Maybe it'd be too short and flat an ending to just let them snipe the Big Bad or maybe you know that the enemy has already been tipped off due to player actions or the set-up just wouldn't be conducive to their plans, but its often easy to make a few simple changes to let them get something out of their ambush. If their actions have built up to it, it would be flat for them to get nothing out of their efforts.

Especially as a good ending in any story is based off what the protagonists are doing and how that interacts with the antagonist's goals (or the threats' actions in the case of a non-sentient enemy). The players are always in control of the protagonists of the piece. Always. Other characters can be important and they can influence things but just like you'd be annoyed if you saw a Bond movie where some other character took care of the major plot threads for Bond, so will your players be annoyed. Hell, they'll be even more annoyed because its their spotlight you're taking away from them.

If you have the path skip right around their actions, therefore, they'll be irritated.

Having said this, if you've got the time to think about it you might be able to craft an even better ending by making more of their actions count. If they tipped off an informant and the enemy reacts accordingly, then that's good. If they scare someone into being an informant from the opposition due to their blundering, then that's even better. Cause and effect. Consequences. Not that you should string your players up by their necks for every mistake but the more you can tie in earlier actions with later outcomes the better.

So if you have the time then think about what the main characters have been doing. What choices have they made? Who have they been talking to? How did they talk to them? If they've put in a lot of effort to talk down the enemy, then even if you know that's an impossibility it's still worth letting that matter. Both on the thematic level of having to deal with someone who's too stubborn to live and on the level that perhaps the enemy is willing to discuss things over a trade in bullets - each shooting at the other when they get the chance while they talk it over. Sure, the bad guy doesn't get talked down but the players figure out a bit more about his motivations and his actions. They at least earn a more complete picture than they would have gained if they hadn't tried to talk him down.

Sometimes it can help to plot out all of the players' major actions if its been a particularly long adventure or if the campaign itself is coming to a close. Identify any loose plot threads and see if they can be resolved before the main action. It might be impossible to tie them all off as a campaign can quickly gather up a lot of partially completed plots and suggestions of further adventures, but perhaps there's a few main ones that can be dealt with.

Romantic interests, missing parents, an unexplained assassination attempt, that can be revealed to them beforehand. See if you can find a way to fold these through the main plot. A romantic interest is kidnapped and professes their love when rescued. Information on that missing parent comes up when they go to speak to their police contact about the nemesis. Perhaps their nemesis even reveals the information to try to distract them off their trail.

"Hey, your mother was killed by the police commissioner to get you to back off on the Macey Case and he's about to retire and move to Tahiti. You can track him down now or you can chase after me. Your choice."

Be prepared, though, for the above gambit to lead to a player character running off at the last minute if they're not suitably motivated to stick around. If so, make it clear to the player that their character won't be involved in the main event if they chase that lead and ask the player if there's anything the plot can do to keep them sticking around. If they insist, let their character ride off into the sunset (the villain's success) and contrive a way for another person to get involved. Its all good. If a character can die before the main event, they can get lured away.

In truth, your best bet is to know your players and what they love. They are your audience AND your co-writers. Its important that you know what they would love to witness as your audience and what they would want their characters to have to deal with. If your audience hates moral choices and always avoid them in-game, then don't include them even if you love them.

If your players have already had reason to become suspicious of you for taking the ending out of their hands and dragging them along your own path, then you'll have some making up to do. Take all the more heed of their plans and see what you can do to really help the players craft their own endings. Trust is something that takes time to set up. Once damaged, it takes all the more time to repair. But don't worry. Once you've regained their trust they'll be less resistant and you'll all have a more enjoyable time of it.

Well, that's been my experience of it anyway. You guys have any advice to add?

The main Endings article (and all the various links) can be found over here.

Monday, September 17, 2012

When The Plot Winds Down

One of things I've really noticed is the difference between a good plot and a good story - especially when it comes to roleplaying games or, heck, a television series. Sometimes what might be realistic or interesting story-wise can end your plot threads and provide too much closure.

If you want to play a game indefinitely then closing off your options is a bad idea. Sometimes you can find that you've painted yourself into a corner plot-wise and the next bit is either going to be very dull or very strange.

Normally the issue revolves around conflict. Perhaps the main conflict has become resolved or, worse, isn't really resolvable. Maybe you can introduce a new conflict but that could change what people were looking for and reduce the fun factor of the game. Or you might just not be able to think up anything interesting for the campaign anymore.

It hasn't come up with me much but it has a couple times. What about you? Ever had the plot wind down due to poor choices or just the plot resolving itself too soon?

Friday, September 14, 2012

Experience Point Apathy

My players are strange. Very strange. While they're quite keen on treasure and leveling and other important considerations, they just don't seem to notice the little things. Like experience points. Sure they want them. But they'll never poke me about how much they got at the end of the session ... or even at the start of the next one.

Several sessions will go by without any thought of experience points at all until I realise that too much time has passed and that I'd better calculate it now or I'd forget what they've done. This is most obvious in Pathfinder but also comes up frequently in my various World of Darkness games.

In Troupe Vampire I constantly updated their experience points in their own personal forums so they didn't need to ask for it then but in the other World of Darkness games they aren't bothered with their experience point totals until they want to purchase something. Which can be a bit tricky for me because the only place I have to record it is on their sheets, really.

And yes, I know I could just get better at handing out experience points. This isn't a rant or a complaint. Its more just a funny observation. Hell, it might just be that we're all too Australian to poke our heads out and go: "Rewards, now, please" because its almost like we're saying we're deserving and entitled rather than just being laid back and accepting the due rewards when the Storyteller thinks of it.

Either that or they know that I'll eventually get around to it so they can just leave it in my hands. Anyone else have this experience?

Thursday, September 13, 2012

Horrors on the Home Front

I think its time to confess something. I've been working for quite some time on creating my own roleplaying game. Originally it was going to be a module for BRP but I realised that I wanted to do more with it. Rather than tweaking existing mechanics I wanted to build mechanics that flow from the developing style of game so that the mechanics could help support it. I wanted to create its own little world with enemies that fit within the themes of the game.

Its already 260 pages long and will max out at 300 - 310. I'm holding some of my research aside (of which I've done plenty) for further supplements like Espionage on the Home Front and Mysticism on the Home Front.

So what is this game about?

Well, its about that peculiar point in history from 1939 - 1945 when Britain had mobilised for Total War. Its about the perils of the Blitz, the paranoia concerning fifth columnists, the mobilisation of the workforce, the terrors of invasion, and what might seep out from that.

I've done a lot of research on it. Dozens of books, plenty of web-sites, lots of videos, and I'm cross-referencing what I learn in one book with what I learn in another book to double check my facts. Don't worry, it's not going to be dry text but it is going to be accurate.

I had it suggested that I should probably talk about it on the blog. Let people know what I'm doing and how I'm doing it so I figured I may as well do that. This article is only really letting you know it exists. Later ones will go into more details.

Wednesday, September 12, 2012

Game Translation: Skyrim

I think Skyrim is what most fantasy roleplayers are really looking for. It's immense, its immersive, its evocative, it gives a lot of choices and it really has that epic fantasy vibe. Heck, it even features a lot of dragons. So what are some tricks we can learn from it to provide a Skyrim-like experience?

A coherent and richly detailed world where much of the back history can be learned in dialogue, gleaned from mission objectives and locations, or through voluntarily read documents. A lot of Game Masters either fall so in love with their history and write up so much of it that they require the players to learn all of it or neglect it entirely. While there's nothing wrong with coming up with a 75 page setting document, you have to come to terms with exactly what writers and game designers have been learning for years. The audience, or players, will only see about 5% of the effort you've put into the game and that's okay.

So what to do with it if you've got it? Weave it into the setting, the NPC personalities and behaviours, the missions and the environments, the monsters and the artefacts left behind in the dungeons, and perhaps create a few brief props here or there or allow appropriate Knowledge checks that reveal the juiciest tidbits when they arrive at a new location. If you have more information than those tidbits, feel free to offer the players more information.

"Okay, so you rolled 25 on Knowledge Local about this town. You've heard that the two honey mead companies are staunch rivals and that the windmill was recently built by some grateful wanderers who were given refuge here for a month during a terrible snow storm. The farmers are pretty protective over their chickens as they believe that the egg is sacred to their Gods. Would you like to know more?"

If they want to know more about the honey mead, then give them a one minute spiel on it (if you have a full minute of it). Or if they want a brief expansion on all those other three then you can do the same there. Don't deny the players the chance to learn more as they might be quite keen on it but also don't assume that they want to sit there and listen to five minute speeches. Odds are they won't be able to remember that much anyway so if you have something that really deserves five minutes - i.e. a religious festival - than work it into the storyline. Have them arrive during it. Or have them try to stop it.

What if you don't have much setting to play with and don't want to put in the hours to create some? Pick up someone else's rich world setting and read up on it. Pathfinder has a very rich and interesting world in Golarion - though some of the countries still have few details released. Skyrim itself is a possible game world you could run. Then there's the numerous fantasy series that you may have read or watched that you could co-opt.

If you want to create your own setting but don't know how then go to the various fantasy writer resources online about creating your own game world. Heck, just google 'fantasy world creation guide' and you'll get several options.

Skyrim is also a very beautiful and very expansive world so brush up on your descriptors. If you're not so good at improvising it alongside everything else, then jot down your location descriptions on small pieces of card so you can easily flick between them. It also looks less messy than having a whole page in front of you and it can be easier to arrange them. Especially if you number them and then tie those numbers to an overall map of the location that you place in front of you.

Remember to make such descriptions evocative and focus on the telling details that can suggest many other details rather than simply going through a shopping list of what, precisely, is there. Again, how-to-write advice covers this better than I can (as they have whole articles and chapters devoted to it) but here's an example:

"The windmill stands twenty feet from the two Honey Mead places that are on either side of it. The cobblestone road is five feet wide and there are five chicken farms on one side of it and the Honey Mead places and the windmill on the other side. There's a town sign that stands beside an old cart filled with barrels."

To make it evocative of a safe place you might have:

"A rustic sign hangs over an old barrel-filled cart as you come in along the cobblestone street. Chickens cluck quietly as they scamper across the farm yards to the left of you, digging amongst the grasses. One has even gotten into the fenced off kitchen gardens and is quickly digging up the carrots to get at the bugs. On the other side stand two almost identical Honey Mead businesses, Bees 'R Us and Sweet Brew, which flank a windmill that creaks in the warm spring breeze."

On the other hand, you could make it seem dangerous by writing:

"A weathered sign hangs crookedly over an old barrel-filled cart whose wheel has rotted and burst out from under it. Chickens dart across the cobblestone street, making their way loose from the broken down fences. The windmill creaks in the icy breeze but the fans are too shredded to catch enough wind to turn. Honey Mead businesses flank the windmill, mostly hidden behind a high stone wall topped with outward facing spikes."

All of these descriptions give the same locations, objects, and visible animals but each one imparts something different. The first is pretty ordinary and doesn't give much away. It has no emotional depth. The second one raises a number of assumptions of quaint cottages and friendly rivalries. The third one suggests a poverty stricken town that may well be under siege from something. Perhaps the rivalry is a little more intense?


If a regular picture is worth a 1000 words, this one is worth a million.


The other trick of Skyrim is that you can do very ordinary work if you would like. Why not try your hand at being a lumberjack? In a roleplaying game, you could always pass a couple weeks with a few rolls and some relevant 'this happens' comments from the Game Master.

You can also overhear comments from the local townspeople and see them go about their business. A little trickier to do as it tends to draw the players' attention and lead to assumptions that it's important, if you focus on the dialogue rather than character descriptions than there more likely to pay attention to what is said rather than to who is saying it. Just describe that 'two merchants stand by their stalls talking about how the recent frosts have damaged their crops' or if you want to draw all the more interest to it than actually act out the dialogue (perhaps with your left hand up when you're one person and your right hand up when you're the other). Yes, the characters might go and talk to them but that just adds to the immersive experience.

Now of course the game is a sandbox one so having multiple adventure hooks (ideally getting the players to list them so they don't forget) and multiple adventures at hand (or an ability to improvise) is really important. Improvisation is probably your best bet as it means you can just slowly draw out the map as they explore it. Bestiaries (or Monster Manuals) and sets of NPCs at different levels will all be very useful to this. I talk more about sandbox games and techniques in the Fallout 3 article I've done earlier.

A campaign based around Skyrim, or including elements of it, should appeal to Explorers who will adore roaming around an entire country and discovering all of the interesting bits and pieces hidden within a richly drawn world. Their main drive is to have a new experience after all and they'll be happy to meander around and take the plots as they come, choosing whichever one seems to offer the most unique experience. Action Heroes will adore the sword and sorcery angle and will be quite happy to explore dungeons, kill beasties, and engage with whatever social conflicts or wars are going on. They'll certainly approve of any interesting approaches or settings you throw them into as they do enjoy themselves a setpiece battle more than most.

Communicators would love it, too, but will likely want to enjoy some Day In The Life style plots where they can simply indulge their senses and see what it might be like to actually live in that world. Expect a lot of conversations and some attention on the more mundane aspects. These guys could well enjoy just being a lumberjack for awhile and actually roleplaying it. Tacticians will want a bit more flexibility to pick out the most efficient and effective way for dealing with threats so try to bear that in mind when you design dungeons by including possible stealth passages, hidey holes, and methods of poisoning or otherwise taking out some of the enemies with minimal risk.

Investigators will have the least to gain from a Skyrim game per se but could still get a lot of enjoyment in a fantasy world like Skyrim. You'd just need to include more mysteries that require solving and more clues that there's something bigger going on - such as conspiracies, assassinations, and other such details.

You can find the trailer for the game over here. If you'd like to read the sort of tropes that Skyrim used, you can find them here.

For the next Game Translation, you have a choice of these: Left for Dead, Half Life 2, Silent Hill, Project Zero, The Suffering, Gears of War, Mass Effect, Dracula: Origins, Realms of the Haunting, Dragon Age 2, and pretty much any survival horror or horror game. If no one picks anything by next week, it'll be The Suffering.

If you want to see the list of games I've done thus far, you can find the Game Translation series starter over here.

Tuesday, September 11, 2012

Cultivating a Decent Default Ending

Top points if you can recognise the game that the picture (to the left) is from. While you're figuring it out, onto the article's premise. Cultivating a decent default ending. Firstly, it's funny how divisive the idea of a pre-planned ending can be and how different games tend to have different rates of accepting it.

Pathfinder and D&D Dungeon Masters and players tend to be more accepting. You're meant to take note of the players' actions and allow them to go off the path but people acknowledge that the sheer amount of preparation time involved in mapping, monster building, NPC character sheets, loot builds, and other such odds and ends means that straying off the path completely can lead to a premature session end unless the Dungeon Master was given advanced notice by the players' actions in earlier sessions.

True, the players expect to be able to change *how* they confront the threat but they're generally willing to accept that the threat's location and responses are likely to be well-established. I think this is also why those occasions when they truly re-write the ending by luring the lich out of its hidey hole or talking down the ogre becomes all the more memorable.

In investigative games like Call of Cthulhu people's opinions on pre-set endings are more mixed. You're expected to have a default ending (as the enemy is meant to have their own plans) and a horror format allows some gentle nudging towards a certain conclusion (i.e. fight the cultists AS they're summoning the byakhee and not beforehand) but you're meant to play fair and if they change the entire ending than that's an acceptable option. After all, the enemies don't have to be painstakingly folded into locations, traps, and supporting enemies. You can even re-use old sheets.

In storytelling games like World of Darkness people can be quite against the idea of pre-set endings. This is probably because its designed to be a sandbox game and so character choices are meant to really matter. Your choices define you and they should define your experience. Also, enemies are arguably easier to create than in many other systems and you don't have to read up on Darkness rules and the effects of terrain beforehand. Since it's easier to wing it, the players won't be so forgiving of any form of rail roading - no matter how gentle.

Now that we've gotten a bit of a background, let's break it down. I'm going to use the term 'pre-set ending' to refer to cases where the ending is inviolate and unchangeable and 'default ending' to refer to cases when the ending is subject to change but the Game Master still has an option up her sleeve that ties into what came beforehand.

Is a 'pre-set ending' somehow immoral? No. It's a tool and like any tool it can be used well. Having complete control of the ending allows you to tell the tale in a way that fully links to the beginning as well as the story themes and provides a sort of message for the players. It generally should be kept for adventures that have as their backbone a very moving story that is best told in a particular manner.

If the players HAVE to sacrifice one of their own into the machinery to slow down an enemy that they HAVE to fight with fire that may set the hospital alight, then that is just fine if you're telling a tale of tragedy and misery. However, is there any reason why the players HAVE to walk right up to the lich in a dungeon crawl without taking advantage of stealth, freed prisoners, and rigged cave ins?

Bear in mind that its easier to pull off a pre-set ending in a one shot adventure as the players have less time to exert their influence and it gets a little illogical if their multiple attempts to change the course of the game fail. Also remember that any constraints on their actions in the ending must be based on realistic in-game constraints. If the players manage to surmount those in-game constraints then, well, let them. Making the world inconsistent will just make your ending jarring and silly anyway.

If the freed prisoners are too frightened to help than a paladin's speech and Aura of Courage SHOULD shore up their will. If they're level 1 Commoners (and always have been - players can tell when you shift the world just to say no to them) then they won't be much help in a distraction and using them will likely just get them killed. If the players are okay with using a crowd of prisoners as a meat shield and manage to bully or cajole them into doing it then let them. Yes, it won't give you the heroic ending you were after but if the party are keen on that angle then you weren't going to get that anyway. Heroism based on the inability to be evil isn't heroism at all.

Perhaps you want to use a pre-set ending because you are in love with that idea and it was the inspiration for the entire adventure. This can be risky as it can tempt you to keep it even when it no longer makes sense. On the other hand, it could truly be a cool idea that your players will enjoy. You could always get player buy-in but once they're roleplaying their characters they might drift off the path. Your best bet is to start with the Ending. You want to explore the cool, crazy factor of a sinking ship? Don't let the characters get a whiff of the sabotage plot until after the ship is sinking. That way you get your exciting adventure premise sooner and they don't feel railroaded.

Now onto 'Decent Default Endings' these are just endings that you have up your sleeve in case the players don't come up with another option and just take the predictable path. It keeps you from being left on the spot when they head into the villain's lair. It gives you a rough gauge on what the bad guys are doing and how far along they are likely to be. It also gives you a chance to come up with something that is cinematic and in line with the players' experiences thus far.

If you're worried that you might fall in love with a 'Default Ending' despite the label then push yourself to create three plausible endings that are equally viable. This is often a good idea, anyway, as it can keep the players from getting stuck if they don't make a leap of logic to figure out your idea nor are sufficiently imaginative / logical to come up with a reasonable alternative. One of the big dangers of investigative or occult adventures, particularly during a sandbox game, is that if you don't think about how it could be solved or the threat dealt with than it might well become an unsolvable plot. Resist the urge to make any of them the Bad Ending (unless its a horror game where Bad Endings can be the best). You can always bear it in mind but try to have multiple Good Endings.

Creating a decent default ending often involves looking at the threat's goals or it's nature and the characters' abilities and interests as well as the likely reactions and behaviours. Then stick the label 'default' on it, write it down and accept that something not used never existed ... and thus can be used later.

Hope this helps you somewhat.

The main Endings article (and all the various links) can be found over here.