Remember how every encounter is decided before you start with the fetish checkboxes, all the XPs toward languages, gymnastics, basket weaving mean literally nothing.
The skills have been made available for writers to use in Bangkok. They can also affect your agent's stats: Gymnastics, for example, improves your agent's
Strength and
Daring. These currently have a minor effect (e.g. they make the agent more likely to pass Operator training; if the agent gets in a fight with Scarface during the Norway training mission, she needs to make a
Daring roll to bite him), but again are available to use when writing Bangkok.
Without the skill system, in Bangkok we'd have to write all the quests in quite a generic way. One of the things I'm trying to get away from is the "choose your own adventure" model, where player choices lead to the same outcomes and randomisation is arbitrary, towards an "RPG" model, where the interaction between different characters with complex stats and a random
element creates emergent outcomes.
You don't even discover fetishes in the college encounters, you get whatever you ticked at the start.
When designing these, my intent was to create sexy encounters that fill out the agent's sexual backstory – the wild shit she did (or
nearly did) at university. Each one currently has three broad paths you can follow – the agent can be sensible/chicken out, or
nearly go all the way (like a non Promiscuous agent can get topless and make out with the two guys in the bathroom at the party), or go all the way (if she has the right Kink).
I'm interested in your idea about "discovering" fetishes, can you expand on that a bit? The college encounters (Kink Vignettes) system is ready for more to be added over time (in fact, a fan started work on one set at a rock concert just yesterday!).