We've put some more work into storytelling since that conversation, and the rules to take shape. I'll give you a quick rundown, in case you want to play again: Each significant character in the game tracks their personal story separately. Every scene that takes place is focused on one character's story, regardless of other characters that may be present or affected by the events. A significant character's first scene should introduce them, and present them with a problem they are equipped to deal with - something that's"normal" for the character. After each scene, introduce a complication that escalates the focused character's situation in some way. After the introduction, each subsequent scene for a significant character should present them with problems that are outside the scope of their expertise - stuff they may have clue how to deal with. Continue this process until the focused character reaches a breaking point. When the player can't see any way forward, or is just ready for things to turn upward. When this happens, instead of a complication, end the characters next/current scene with a boon - something that gives the character hope of success. The next time a character is focused after receiving a boon, set up the character to either achieve or fail at their primary goal. Whether things go well or poorly, the character's journey is done. The character may still be present for other scenes, but can no longer be the focus. This is what more-or-less what we're working with right now anyway. We haven't had a chance to test it yet, but I think it's headed in the right direction.