The Eternal Court / Play / Worksheets

Structure Beat Sheet · 1 of 5 · No. 01

Quest

Journeys of exploration · organized by geography · one true ending

The shape: small, tightly-linked clusters of scenes -- each one a situation with several ways through -- connected sparsely, re-merging often, funneling to very few wins. The hub is the heartbeat: players loop out to a cluster, change something, and come home changed. Use for: “let visitors explore my world.”

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The Hook

HOOK

The Hub

The hub is a menu that breathes: options unlock as the world opens and retire as errands finish. Every return must read differently -- list the text variations. The loop tax (suspicion, coin, time) is what stops free grinding.

HUB

Cluster Cards (5–8)

A cluster is one situation, dense inside, with 1–3 links out. Three ways through, minimum -- and what it awards must matter at the gate or the finale, or the cluster is skippable scenery.

CLUSTER 1
CLUSTER 2
CLUSTER 3
CLUSTER 4
CLUSTER 5
CLUSTER 6 (optional) optional
CLUSTER 7 (optional) optional
CLUSTER 8 (optional) optional

The Gate

The funnel’s mouth. N-of-M token economies work: the player needs most, not all, of what the clusters award -- so no single cluster is mandatory, but skipping them all is fatal.

GATE

The Climax Funnel (2–4 beats)

CLIMAX

Handoff checklist