1. Actors
1.1. Trace
1.1.1. Problem: thing is broken
1.1.2. Intention: fix the thing
1.2. NPC A
1.2.1. Problem: thing keeps breaking and has broken once again
1.2.2. Intention: Get the thing fixed
1.2.3. Intention: Keep boss from finding out it was broken
1.3. NPC B
1.3.1. Problem: doesn't trust IT bots, is surrounded by people who do
1.3.2. Intention: Keep an eye on Trace
2. Locations
2.1. Engineering labs
2.2. NPC A's office
3. Overview
3.1. Description goes here
4. Subtasks
4.1. Talk to ___
4.2. Find the ___
5. Obstacles
5.1. 1: The door is locked
5.1.1. Solution: Find a key in the lab somewhere
5.1.2. Solution: Break the lock
5.1.3. Solution: Get NPC B to open it
6. Fail conditions
7. Decision points
8. Puzzles & Mechanics
8.1. 1: Locked door
8.1.1. Lock-pick mini game
8.1.2. Social skills to get human help with it
8.2. 2: Towers of Hanoi mini-game to fix broken thing
9. Interactions
10. Effects/results (definite)
11. Effects/results (variable)
12. Items
12.1. Crate
12.1.1. Location: NPC A's office
12.1.2. Effect: Need this in inventory to advance to state [y]
12.2. Barrel
12.2.1. Location: Engineering lab, in a closet
12.2.2. Effect: Contains extra resource
13. Data
13.1. Email from NPC D
13.1.1. Source: email terminals
13.1.2. Details: an email from D to A about the thing
13.1.3. Effects: Need this to advance to state [x]