Thorneholder & Geep
Hey Thorne, I’ve been tinkering with how to make a game world feel as rich as one of your epic tales, but I keep getting stuck on turning deep lore into choices that actually matter. Got any ideas on blending narrative depth with player agency?
It’s a classic struggle, but try treating lore as a living thing that reacts to the player’s actions. Give each major lore point a small, concrete consequence—if the player chooses to ally with the dwarves, the mountain clan’s resources shift, if they ignore them, a trade route collapses. Then make those consequences visible: a letter arrives, a rumor spreads, a character’s attitude changes. That way the depth feels tangible and the choices feel meaningful. Keep the options grounded in the world’s logic, and don’t be afraid to let one choice open a whole new path; that’s what makes agency feel like a real part of the story.