Curiosity should drive the player, not a UI prompt. 2. The Narrative Layer (The Depth) A deep encounter usually hits three notes:
If you share a bit more about the vibe you're going for, I can draft a specific scene for you. [WIP] [PAR] Quest and Encouter Mod
To help you get started, here is a conceptual framework for a "deep" encounter: 1. The "Hook" (The Surface) Don't start with a quest marker. Start with an observation. Curiosity should drive the player, not a UI prompt
What happens if I do nothing right now? (e.g., a fire spreading). Curiosity should drive the player
The player assumes they know who the "good guy" is.