The Official Text Adventure Twitter Choose Your own Adventure Thread! #2 - A Character where there is none
A look into how to create a character controlled by a group vote & ideas around sharing agency
The idea of one person puppeteering a character is not particularly a daunting or unfamiliar one; we witness the puppet move and come alive through someone (theatrical aesthetic and perfect twirly moustache optional but encouraged) tugging at their strings to entertain the audience.
The idea of asking the audience to give directions or backseat-animate before watching to see how and which strings they’d pull feels as though it’d be the epitome of chaos; One kid is eager to see the puppet start swearing at all the parents, another wants it to start dancing, and most will potentially begin to wail should the puppet not adhere. Or have a bit of a pants time, at the very least.
And rightly so! You’re offered this creative control over this cool puppet, and though you can’t expect it to just do exactly what you want and literally nothing else, especially seeing as the puppeteer’s got the entire rest of the crowd to worry about, it’s fair to say you’d hope they’d acknowledge a couple of your decisions if nothing else.
So when it came to beginning the story for the Text Adventure Interactive Twitter Experience, I was curious to see how a group of internet people would react and respond to their options.
Limitations are good sometimes, actually
You sometimes hear stories of game studios facing obstacles and using them to a surprising advantage- limitations can & do so often breed intuition. With twitter polls, the story segment can only be 280 characters long, and you’re faced with having only 4 poll options all amounting to no more than 25 characters each. Character limit becomes an interesting challenge on top of pre-existing ‘making sure all these options are actually compelling enough to choose’ and ‘making sure all these options maintain but still nurture a base character’ challenges.
Thankfully, the internet has brought about a time where attention spans are seemingly shorter, if not a zeitgeist of bitesize content; People want their content in tiny hors d’oevres sized nibbles and delivered to them by a fancy British person on a silver platter- except I’m not massively fancy, and the silver platter is Twitter, where ‘short and sweet’ is the overarching method of delivery & consumption. So having character limitations on a story might not turn out to be so bad?

"For sale: baby shoes, never worn." and other less-memed flash fiction give a really easy but still profound sense of mystery. Beginning the story and keeping themes of mystery have been a great way workaround.
~ Mystery = People coming back to see it unfold
~ Keeping certain descriptions concise allows more ‘theatre of the mind’ and a more mysterious atmosphere.
~ Introducing the audience to a more mysterious NPC allows easier generation of reactions for the people to choose from, and allow more impact over to who the character is: are we cautious, fight or flight, curious or perhaps too overly friendly?
Still and yet, you’re left wondering about potential negatives. Many a D&D GM will woefully reminisce times where their players went fully off the story rails, fell out of love with their character or found difficulties in keeping their character consistent where they either were still figuring out who they were or just wanting to do the ‘cool thing’.
“Yes, I know my Pacifist Paladin’s family all burned to death in a bakery fire giving him a deadly fear of both fire and muffins… but if he doesn’t throw this Flaming Muffin at this random guy I will COMBUST!”
So with a story where a group of people are all playing a cipher, how do you keep consistency AND give them agency without giving them a fully realised character they might not feel as connected to?
How I’m trying to keep consistency & give the players agency without giving them a fully realised character
The short answer- More Polls!
It was unrealistic to keep the character fully mysterious, as it kept too broad a scope as to the options I could give and the directions the character could go in- even your most basic ciphers have at least a motive or some backstory to work with.

I didn’t want to go full Cipher-based RPG though to combat potential broadness. A blatant ‘Do you like people- YES/NO’ would not only feel a bit like filling out a strange form you feel someone could use against you, but wouldn’t give a satisfying result even if it gave the answers/stats I was looking to work from. Instead, I tried to create questions that covered multiple traits, would be fun to answer, but that could also hopefully spur some creativity and ideas for the players. Plus, it had an added benefit- any tied answers could still be used, where some ties for the main story needed breaking.
The questions, options (& thought processes) were as follows:
1. Why is our character adventuring?
A sense of Adventure
A search of some kind
To learn, gain knowledge
To prove something
AKA motive & a base for the backstory.
Potential traits-
Sense of adventure suggests a free curiosity or irrationality, going with your gut. Potential to have curiosity backfire, or to find purpose on the way.
A Search a more focused & driven curiosity or discomfort being ‘out of place’ for a cause. Potential to find an interesting relic, person or item that could be a boon or a bane, possibly losing something else on the way.
To Learn suggests an academic, more intellectual approach to curiosity, personally motivated. Potential to stumble onto a large world secret, or find out something that endangers them.
To Prove could suggest the character feeling insecure or being tied down by some tradition or person they feel they must adhere to. Potential for them to want to break out of that.
2. Who are they adventuring for?
Themselves
Family/Friends
A deity/demon
A prophetic dream
AKA developed motive & relationship establishment.
Potential traits-
Themselves- Self-motivated, self-focused. Room for a more introverted, hermit-like character. Have they got other relationships, or did something happen?
Family/Friends- Caring, kind if willing to go on a quest for someone- perhaps misguidedly so.
A deity/demon- Religious or spiritual, or afraid of both? Devoted or punished? Stumbling on a curse or revered by those who know them?
A prophetic dream- A Calling. A deep-seated ambition, or taking a chance on a vision? Do they believe it, want to avoid it or cautious? Curious or desperate enough to find out.
3. Weapon of choice?
Clean, sharp, cutting
Mossy, ancient, strange
Handmade, versatile
Weapon? Who’s that?
AKA not just fight style, but movement, strategy, preference and proficiency.
Potential traits-
Clean, sharp, cutting- Swift, quick and effective- to the point, likely trained in their field. No nonsense.
Mossy, ancient, strange- Likely not proficient, or relying on another source for their skill/power- plus more room to backfire. Reliance on the unfamiliar, or generational hand-me-down abandoned before you were born?
Handmade, versatile- If you have them, your guardians are either mad at you for getting involved in these kinds of dealings, or encourage it to the point they’ve taught you your craft. Adaptive, creative, intuitive, though with perhaps more limited damage.
Weapon? Who’s that?- MAGIC. But also potential fist fighter, more Monk style, or even full pacifist having to learn the hard way.
4. Their response should a stranger ask to borrow something of theirs?
Yes, but for a favour in return
Yes, but keep a close eye on them
No, I don’t know you, sorry
Question- For what purpose?
AKA are they trusting, a people person, open or closed off?
Potential traits-
Yes, but for a favour in return- Mutual benefit arrangements, perhaps used to being double crossed, or at least willing to ask others for assistance.
Yes, but keep a close eye on them- More suspicious, but not unwilling or notably stubborn. Happy to help without personal gain.
No, I don’t know you, sorry- Lower trust, more closed off, at the very least to strangers. More cautious & careful
Question- For what purpose?- Curious, the more ‘invasive’ response. Not antisocial, but still lower trust.
5. Favourite room in a Tavern/Inn?
The Main Hall- Stage & Booze!
The Bedrooms
Outside, or balcony
Pantry- yes, I’m allowed in here...
AKA life of the party or wallflower levels, comfort or the outdoors, food motivated?
Potential traits-
The Main Hall- Stage & Booze! - Like their drinks, maybe more a bardic type, extroverted. Love a celebration, homeliness and leisure.
The Bedrooms- More cat-like personality, sleep, solitude, or perhaps a friskiness? More intimate focused, fewer close relationships rather than broad.
Outside, or balcony- Outdoorsy, much more fond of solitude. Comfort found more from the outside than inside. Thoughtful.
Pantry- yes, I’m allowed in here...- Food, glorious food. More solitary, but would 100% go out of their comfort zone for a good meal. And/or, potential sneak. Perhaps unhealthy level of curiosity, has had to talk themselves out of a situation more than once before.
6. In their opinion, flowers are for…
Gift Giving
Days in the meadows
Sweet decoration
Brewing potio-Tea…
AKA doubling down on previous answers, distinct romantic relationships, potential hobby.
Potential traits-
Gift Giving- Familiar with getting/giving flowers as gifts. Fairly traditional, but also somewhat generic gift. Still kind or experiences kindness often, or buys into those traditions.
Days in the meadows- Focus on solitude/, whimsy, preference for the outdoors. More relaxed, likes escapism, freeness. Sensory indulgences.
Sweet decoration- Perhaps receives kindness more than gives it, appreciates aesthetics & kind gestures. Could treat themselves to them, look after & out for themselves.
Brewing potio-Tea…- Potential for more career focused character; tea, potion making, perhaps magical. More isolated again, perhaps just talks to others for business.
A combination of different results of these topics could lead to some interesting but still ultimately open ended characters.
Example #1- To learn/ Family or Friends/ No Weapon/ Yes, but for a favour in return/ The Bedrooms/ Gift Giving
Could be a character used to a life in a lascivious establishment, being raised there and aiding in running the business side of things. Familiar with gifts, favours and loyal to family, they must learn of the life of a parent that led to this odd lifestyle.
The Host Decorated walls, petal spreads and scents of allure are as familiar to you as homely walls free from laughter and leisure. Your mother’s wake leaves you with but a painting- herself and a gentlewoman, clothed in the fineries you paraded in as a child. ”She will teach you now.” You leave behind the lavishness for a lost lady, lasting lamentations of your dear parent echoing in your mind. She led a life you never saw, and armed with that knowledge you go to learn your fate.
Example #2- To Prove/ A deity or demon/ Yes, but keep a close eye on them/ Clean, sharp, cutting/ Outside, or balcony/ Sweet decoration
Could be a character from a long line of Hands to Monarchs of a Royal lineage having learned the powers of their family have come from a more nefarious force than thought- a deal with a demon who feeds on the blood of innocents. Used to a more lawful life, this character must prove themselves to the demon, either as violently as requested or by trying another route. They’re accustomed to a life as a successful mercenary figure, taking extra opportunities to learn someone’s intentions, and though are surrounded by people most of the time, keep to themselves for the most part.
The Knight Hand on hilt, accustomed to a life of duty and efficacy birth'd from a demonic dealing. Foes must be faced and morals battled in order to gain this power for yourself. Your helmet peers at peer and stranger alike, placed in a solitary corner free from dents and divots. Loyalties questioned and punished, devotions questioned and the life of your lineage on the line, you take to the wild for the first and hopefully last time to assure the survival of all that you know, yourself included.
The actual result!
The votes came in…

A Search/ Themselves & Prophetic Dream/ Handmade, Versatile/ Question- What Purpose? / Pantry / Days in the meadows & Brewing
The joint votes on questing both for Themselves & a Dream and for Days in the meadow & Brewing gave an interesting spin: the broad floral variety pointed towards a more-than-just outdoorsy focus, giving Alchemist vibes alongside the Handmade weapon vote. The self & dream motivation means the dream could well have been something of themselves, dangerous enough to give them the gall to get out into the world to find out and leave their comfortable life of brewing. Suspicious yet curious and also a fan of food (naturally, the tea has to go with something!), these give the character a slightly cheeky & eccentric edge over a more potentially self-serious character as with the second example.
This was a really fun and interesting method for character creation I’d love to explore again sometime, and has already certainly helped narrow the exponential potential of options to give to players. It’s also still mysterious enough to leave the audience curious & with plenty of agency over who this character could become, which is something I will find out along with them…
Which options would you have voted for? Do you like the quiz? Let me know!



