| 1 | Narrative Need | Decide whether the game needs light flavor, authored story, or deep narrative systems | How much story does this game need to work? Could it be mostly atmospheric, or does it need plot progression? |
| 2 | Player Role | Anchor story to the player's fantasy and verbs | Who is the player in the world? What do they do that matters narratively? |
| 3 | Premise & Conflict | Define the situation and pressure | What is wrong with the world when play begins? Who or what opposes the player? |
| 4 | Stakes | Make outcomes meaningful | What happens if the player fails? Are the stakes personal, communal, cosmic, comedic, or material? |
| 5 | Theme | Clarify what the story is about beneath plot | What question does the story keep asking? What value is being tested? |
| 6 | Tone | Set the audience contract | Should this feel sincere, tragic, funny, eerie, heroic, cozy, satirical, or something else? |
| 7 | Structure | Shape story progression | Is the story linear, episodic, hub-based, branching, cyclical, or emergent? |
| 8 | World Rules | Build coherent setting constraints | What facts about the world must always be true? What can never happen here? |
| 9 | Factions & Power | Create social pressure and conflict | Who holds power? Who wants change? What resources are scarce? |
| 10 | Locations | Turn setting into playable places | Which places must the player visit, revisit, or transform? What does each location do for the story? |
| 11 | Characters | Define cast function and arcs | Who matters to the player? What does each major character want, and how do they change? |
| 12 | Antagonism | Clarify opposition | Is the antagonist a person, system, environment, mystery, inner flaw, or rival goal? |
| 13 | Relationships | Create emotional stakes | Which relationships carry the story? Ally, rival, mentor, dependent, enemy, community? |
| 14 | Quests & Beats | Map narrative into player action | What are the key story beats, and what does the player do during each one? |
| 15 | Choice & Consequence | Bound interactivity | Which choices matter? Are consequences immediate, delayed, cosmetic, mechanical, or ending-related? |
| 16 | Dialogue & Voice | Define how characters sound | How talkative is the game? Do characters speak in full conversations, short barks, UI text, or silent implication? |
| 17 | Environmental Storytelling | Express story without exposition | What should the player infer from spaces, props, signs, ruins, UI, enemies, or routines? |
| 18 | Lore Budget | Prevent scope creep | How many factions, named NPCs, locations, lore entries, quests, and endings are reasonable for MVP? |
| 19 | Art Hooks | Connect narrative to visuals | What motifs, silhouettes, symbols, color meanings, or materials should art direction carry? |
| 20 | Sensitivity & Rating | Avoid harmful or mismatched content | Are there themes that need content warnings, cultural review, age-rating limits, or softer handling? |
| 21 | Localization & Readability | Keep text producible and readable | How text-heavy can the game be? Does dialogue need to be easy to localize, skip, replay, or summarize? |