Here are some observations that might help in developing a story in UGC.
If you have some experience with such things, do add your post with your suggestion.
How to add a specialist crew member to an adventure.
>>> Trick 1 An NPC is whatever you tell the player it is.
You need a Interplanetary trans-space Volcanologist for your story.
np make a generic NPC dressed in uniform that spawns after you reach a certain point on the map.
have a trigger cause a bo to state one is needed, and one will beam down shortly.
Have another trigger on the walk path close by...you trigger it and
the expert 'beams' down.....spawns in writer terms
NPCs can be anything or anyone....use it to your best advantage.
When you write conversations...it is real easy to make 2 really amatuer errors
Error 1: have your characters speak and act with forward knowledge that they do not have. You as the
writer know where the story is going, they don't.
Error 2: Have your characters experience 'forced' or conveniant 'luck' all the time.
Having your characters get it right the first time, everytime. Having them figure out the bad
guy in the first minutes. If the main characters have pin pointed the real problem or
key point of the story early...your showing your hand too soon.
Write script from the point of view of the character , right there, right now. Even Spock got
it wrong the first time....often.
Not really a trick, but Foundry authors should remember we'll be writing stories, but in an interactive form which is to mean that sometimes a writer will need to re-consider shaping their script to conform to gameplay mechanics because gameplay mechanics cannot be forced to conform to a story, no matter how well-written.
Another thought regarding my previous post... the Foundry will probably always be a Work-In-Progress so always be on the lookout for new development because Foundry improvements could mean that a trick you couldn't use yesterday could be accomplished today or tomorrow.