Despite my love of information & prose, I'm advocating the use of "template & substitution" approach when developing content.
Much things are made & described over detailed, I feel its wasted text, print and effort.
Instead present material more deconstruction, templates. Make the Gm job easier to "conceal" the railroad. -The railroad tracks & yoke can be invisible.
"labeled but not labeled", "false choices" flowcharts of plot/reactions/responses. Creating it This way will also give it a wider use -extending the created content outside EP. Much things will be more usable if its in templates, than a static fact.
The Action was chosen among multiple alternatives.Those alternatives was however one & the same (but perhaps wearing makeup). PCs never realized thatIt didn't matter to the plot where if the players decided to travel east, instead of west. The Gm simply made the space-station into a passenger-liner & let the players enter it in the eastern sector. Society is crowded & Space is vast. For a GM; Companies, families and Models rarely need a "fixed" name, A Mall (IRL/AFK) can have 20+ restaurants/fast-food joints. that will be under new ownership 4 years later. Players and visitors usually visits one. Its almost wasted workmanship to have written details of the designer brand of the restaurant floor-tiles & location of each of the 20 restaurants. A list of suggested names, and only three template restaurants will make it look more fleshed out. "Hint descriptions" for the templates for example a reminder to mention greasy floor-tiles when describing a shoddy bathroom or "shareholders".
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[i]"To find fault is easy; to do better may be difficult."[/i]
Plutarch