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.
It 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". The Action was chosen among multiple alternatives.Those alternatives was however one & the same (but perhaps wearing makeup). PCs never realized that
—[img]http://boxall.no-ip.org/img/tc_userbar.jpg[/img] [img]http://boxall.no-ip.org/img/exh_userbar.jpg[/img] [img]http://boxall.no-ip.org/img/argo_userbar.jpg[/img] [i]"To find fault is easy; to do better may be difficult."[/i] Plutarch