But that is what is causing me most headaches, at any scene player could be dominant or submissive, bimbo or not bimbo or something in between, wearing any clothes she wants. There should be like three major paths for each nerd and it should be possible to combine them.
Adjectives can really change a scene. While it won't completely remove the need for differing scenes, having a few widgets that select them based on the scene's path (if and a few elseif's) might make it so more of the writing can be used for multiple paths
Example
Widget code- (assumes 'scene.path' is set, likely from a previous choice)
<<Widget "expressionadj">>
<<if $scene.path is "bimbosub">>
<<print ["blank", "something else"].pluck()>>
<<elseif $scene.path is "sub">>
<<print ["meek", "obiedient", "compliant", "passive"].pluck()>>
<<elseif $scene.path is "bimbo">>
<<print ["dumb", "stupid"].pluck()>>
<<elseif $scene.path is "vanilla">>
<<print ["nervous", "anxious", "hesitant"].pluck()>>
<<else>>
This is an error, please report as error 12345
<</if>>
<</widget>>
Uses-
Seeing the <<expressionadj>> look on your face....
As you <<expressionadj>>ly stare at the hypnotic do-hicky... *note: 'passive' won't work in this situation due to the dropped 'e' without an additional widget for cropping
As for clothes, I can point you towards another game that handles them... decently. You might be able to get some inspiration from that, I'll pm you a link if desired (not sure how you feel about people plugging other games in your game's thread). From what I've seen of the clothes code I could offer you a few suggestions on how to make it fit standardized checks more easily. I'm by no means an expert in js, more of just a different stylistic approach I suspect would fit it better (it could be used to rewrite it more efficiently with easy checks, or just be used to augment the current wardrobe). Toss me a pm if intersted