I’m still stuck, but I am getting closer to the answer. The basic architecture of the encounter system is adequate to the task of providing dramatic interaction; my failure lies in the options I provide to the player. I start an encounter by writing the introductory text, then I attempt to provide some good options to the player. That’s backwards. My first task should be decide the dramatic quandary into which I shall place the player; THEN I must write the introductory story to establish that quandary.