Keeping this interaction simple was always a major requisite for my design choices, but at some point I felt I needed *something* that allowed players to create abstract situations that can't happen just by placing actors. And it had to be as simple as moving actors around!
Up to that point, Storyteller already had automatic captions that are filled by the simulator to help clarify what's happening in the frames:
|These captions are automatic, unmovable, and set by Storyteller's simulator.|
So I was only one step away from a major mechanic in the game: Player Captions.
These captions, instead of explaining what's happening in the frame, force the actors in the frame to do something. What's fantastic about this mechanic is that text can represent the abstract ideas I wanted in the game:
NOTE: player captions float in the frame and have brown corners, unlike automatic ones.
|A false rumor.|
|"Passage" of time.|
|Hate out of nowhere.|