Operational sequence
- Establish the room baseline before asking operational questions.
- Offer concrete choices about seating, noise, audience, and exit.
- Track changes in stories by audience rather than treating one contradiction as proof.
- Validate emotion without confirming an unverified threat.
- Leave characters present and self-directed after they provide information.
Failure states
- Publicly humiliating a character
- Rewarding forced disclosure
- Treating distress as guilt
- Making the player an automatic therapist or savior