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What it controls

A location describes where the story happens. The same place can change across acts by using a separate configuration for each act. The example location is Tidebound Post Office: a dark lobby in the first act and a doorway with rising water later.

Chinese UI screenshot: location fields

Location name

Avoid names such as “Scene 1.” Players use the location name to understand where they are.

Per-act configuration

If the place changes later, keep the same name and update the act configuration. For example: first only the emergency lamp is on; later water crosses the threshold and wet footprints lead to the back door.

Check it

Confirm that every act using the location has a configuration, its description contains observable facts, the entry condition matches the previous act, and the image works as a scene background. Bind the location to the act or players will not naturally enter it.