Logline: Allow the player to bypass the locked blast door through diplomacy, deception, or pressure.
My Role: Narrative Designer & Dialogue Writer
This sample demonstrates:
• Character-driven dialogue
• Lore conveyed through natural conversation
• Branching player choices
▶ Play the interactive dialogue (2–3 min)
Narrative Prototype (Twine)
DIALOGUE (SPACE STATION - DOOR):
Location: Space Station Corridor.
A blast door blocks the way, requiring an ID card. You have no card, and a nervous rookie named Danny (NPC, Security Guard, 21) standing in your way.
//This dialogue comes in when the player gets within the radius of the security guard.
SECURITY GUARD
The guard puts his hand forward, blocking passage.(#formal)
Sir. The door is offline. Please present your authorized ID for manual verification. Personal orders from Chief Kowalski.
ROLEPLAY HUB:
[Deceive] Kowalski sent me.
PLAYER
(#assertive)
Kowalski? He's the one who sent me here.
[set: character = deceive]
//Go to PATH Deceive_scare
[Diplomatic] I left my ID inside.
PLAYER
(#friendly)
Look, man, help me out. I left my ID inside.
[set: character = diplomatic]
//Go to PATH Diplomatic_ID_inside
____________________________________________________
SECURITY GUARD
(#rattled)
Him…?
[SECURITY GUARD] adjusts his cap with a nervous, awkward tug.
SECURITY GUARD
(#defensive)
I... I wasn’t informed about any of that. I have strict orders.
ROLEPLAY HUB:
[Deceive] You’ll cause the Chief’s anger.
PLAYER
(#pressuring)
Do you really want to be the one responsible for the Chief's fury?
[set: character = deceive]
// Go to PATH Deceive_fury [Out of scope for this sample]
[Aggression] Open the door!
PLAYER
(#intimidating)
Listen here, kid. Open this door. Now!
[set: character = aggression]
// Go to PATH Diplomatic_aggression [Out of scope for this sample]
PLAYER
(#pressuring)
Do you really want to be the one responsible for the Chief's fury?
[set: character = deceive]
// Go to PATH Deceive_fury [Out of scope for this sample]
[Aggression] Open the door!
PLAYER
(#intimidating)
Listen here, kid. Open this door. Now!
[set: character = aggression]
// Go to PATH Diplomatic_aggression [Out of scope for this sample]
___________________________________________________________
//PATH Diplomatic_ID_inside: [IF: character = diplomatic]
SECURITY GUARD
(#formal)
Uh… sir. Emergency protocol in effect. No authorized ID — no access. I cannot let you through.
ROLEPLAY HUB:
[Deceive] You’ll cause the Chief’s anger.
PLAYER
(#pressuring)
Do you really want to be the one responsible for the Chief's fury?
[set: character = deceive]
// Go to PATH Deceive_fury [Out of scope for this sample]
[Diplomatic] Be a pal.
PLAYER
(#friendly)
Yeah, my ID card is on the table just past that door… Be a pal.
[set: character = diplomatic]
// Go to PATH Diplomatic_be_pal
____________________________________________________
//PATH Diplomatic_be_pal: [IF: character = diplomatic]
SECURITY GUARD
(#wary)
[SECURITY GUARD] looks around, lets out a sigh:
...All right. But I’m not taking my eyes off you. Walk straight to where the card is and show it to me, sir. One step aside — and I activate the alarm.
[SECURITY GUARD] presses a button on the console, and the heavy door hisses open.
// Player may enter the room and look around.
[SECURITY GUARD] remains in the doorway, his hand on the radio. His gaze practically burns into the player's back.
There is no ID card there. But there are other cards and different objects on the tables.
ROLEPLAY HUB:
[Deceive] Cleaners took everything.
PLAYER
(#remorseful)
Damn. Looks like the cleaners took everything.
[set: character = deceive]
// Go to PATH MERGE
[Diplomatic] Takes any card from the table.
PLAYER
The player takes any card from the table and shows it to [SECURITY GUARD]. He quickly puts it back in place.
[set: character = diplomatic]
// Go to PATH Diplomatic_ShowingRandomID
________________________________________________________
//PATH Diplomatic__ShowingRandomID: [IF: character = diplomatic]
SECURITY GUARD
(#incensed)
Sir... are you kidding me?
He quickly reaches for his radio, his face flushing with anger and panic.
// Player may run and hide.
// Go to PATH MERGE
_____________________________________________
//PATH MERGE: ALL PATHS (diplomatic & deceive)
SECURITY GUARD
(#panicked)
What? Sir! Stop! You are required to... SIR?! Post Four reporting, I have a target without ID, attempting to...
The radio crackles and slips from his trembling hands, hitting the floor with a metallic clang.
…damn it!
The heavy door slides shut, cutting [SECURITY GUARD] off from view.
// Quest Complete.
Diplomacy + Deception Path: Grants the player access to the room and seamlessly transitions into the next quest stage.
Aggression Path: Escalates the encounter and redirects the player into an optional side quest.