He simply doesn't know how to connect his little side missions with the bigger picture down the line, mostly because there is no bigger picture other than becoming a bargirl and eventually devilfish. He can't work towards a goal, if he doesn't know what the goal is or how he can get there.
Quite frankly, if he was smart he would do what some of you already suggested. Treat the barmaid part of the game as some sort of framework. Toss in some random one liners that require a choice and these choices give you a modifiers to your stats. Not that those mean anything anyway, but that is a different story. Then, every couple of months open up a scene along the lines of:
"and after x months of grinding an opportunity presented itself".
Mission A, B, C.
Now give the player a choice between several side missions and focus on the side mission. Once the player has completed said mission, it is back to grinding until another opportunity arises which lets you pick from another list of missions. Could be the same missions that you didn't chose last time, could be different ones. Could be ones that he has written in the meantime.
By doing so you would completely forego the need to connect everything in a linear way and you would give the player some actual agency in how they want to play and in what order. You could simply let them play episodes in a random order at any given time and you could write these episodes in a way that you see fit. Not fancy writing a certain story this month? Okay, lets write a different episode and introduce that into the game. While that wouldn't progress the story, it would certainly add content and add more width, rather than depth, if you know what I mean. Either way, you could always add more missions to this stage of the game without compromising the bigger picture.
Eventually you need to complete a certain amount of episodes or gather information that is only available in some episodes, but not in others and once you have done that, progress the story to the next stage. In the meantime the players can experience a variety of missions in a way that the players chose, not Crush. There is no need for linear writing in this format other than that he needs to add a progression point at some point.
Right now he is completely effed, because he can only go in one direction and he doesn't know how to get there.
Quite frankly, if he was smart he would do what some of you already suggested. Treat the barmaid part of the game as some sort of framework. Toss in some random one liners that require a choice and these choices give you a modifiers to your stats. Not that those mean anything anyway, but that is a different story. Then, every couple of months open up a scene along the lines of:
"and after x months of grinding an opportunity presented itself".
Mission A, B, C.
Now give the player a choice between several side missions and focus on the side mission. Once the player has completed said mission, it is back to grinding until another opportunity arises which lets you pick from another list of missions. Could be the same missions that you didn't chose last time, could be different ones. Could be ones that he has written in the meantime.
By doing so you would completely forego the need to connect everything in a linear way and you would give the player some actual agency in how they want to play and in what order. You could simply let them play episodes in a random order at any given time and you could write these episodes in a way that you see fit. Not fancy writing a certain story this month? Okay, lets write a different episode and introduce that into the game. While that wouldn't progress the story, it would certainly add content and add more width, rather than depth, if you know what I mean. Either way, you could always add more missions to this stage of the game without compromising the bigger picture.
Eventually you need to complete a certain amount of episodes or gather information that is only available in some episodes, but not in others and once you have done that, progress the story to the next stage. In the meantime the players can experience a variety of missions in a way that the players chose, not Crush. There is no need for linear writing in this format other than that he needs to add a progression point at some point.
Right now he is completely effed, because he can only go in one direction and he doesn't know how to get there.