Your solution doesn't solve the problem. You won't be able to generate sufficient amount of distinctive combinations to sustain player interest. From what I understand you want to create templates for scenes and then fill them up depending on random npc/player traits and also allow others to submit their templates to extand pool of avaliable scenes. It's not bad idea, but it doesn't solve problem of ultimate grind and boredom.
I see it differently. Taking the BJ example above as the final design (which it isn't) and allowing for just four variations of each scene (PC and NPC both succeed at their SURPS rolls/they both fail/only PC succeeds/only NPC succeeds) gives us a template for
24 possible BJs.
Adding in another four variations of each scene (PC and NPC are both attracted to each other/both unattracted/only PC is attracted/only NPC is attracted) gives us a template for
48 possible BJs.
Adding in three variants for the NPC having a small/medium/large cock gives us a template for
144 possible BJs.
Adding in a "money shot" section where the client chooses to come on her face, in her mouth or on her tits gives us a template for
432 possible BJs.
Notice how this structure actually makes the writing much easier. If you asked me to write 432 different BJ scenes it would probably take a year; filling out that template, though, is an achievable writing task.
Because it's extensible, future writers (me and/or others) will be able to add variations to it in the background. So the brothel might
ship with a maximum 432 possible BJs, then a writer decides to add variants for NPCs who taste good or who taste bad. Boom! 864 possible BJs in the next version.
This is bad example. RPGs that force you to fight thousands enemies allow you to use aoe abilities. You don't fight every mob one on one. Also those fights aren't memorable. Do you remember your 456 slain goblin and how it differed from 123 or do you go through the motions to get to the next boss/plot event (or worse fishing for next item upgrade like a good rat in your skinner box)?
Also I don't think you can compare satisfaction from using flashy/visceral abilities with clicking links.
I'm sure the agent won't fuck every client one-on-one either.

And I choose to believe that seeing spank marks and cum shots appear on the avatar can be just as satisfying as seeing a swooshing blade, especially now the avatar is customisable and more realistic.
I guess I wanted this game to be something else than it's shaping to be right now. I wanted to read interesting story which development and outcome I can influence interlaced with hot sex scenes. Not slowly level up my agent in arcana of sex.
Exactly something like this.
I have good news for you! The plan is to write many crafted story scenes in Bangkok. We'll do this using the
Side Quests system: here's how it works.
In Bangkok the agent will be able to move around between certain locations (e.g. the Hard Cock Cafe, her backpacker hostel, a beach).
At each location there will always be a repeatable action available. (For example, at the Hard Cock Cafe she can always work a shift; at the beach she can always sunbathe or blast around on a rented jet ski.)
Sometimes a
side quest will be available. These are unique storylines that only appear once per game. They can be short or long. (For example, at the Hard Cock Cafe she might be on-stage when one of her old college professors walks in. At the beach she might see an elderly swimmer in trouble in the water, and can choose to attempt to save him.)
We have a whole bunch of side quests planned: some short "one-offs", some longer "quest chains". Some are sexy, some are action/adventure focused, some are just unique crafted encounters to provide depth and realism to the world.
We've already laid the groundwork for this in the game: in the scene where you can gamble in the underground casino with the bankers, notice that you:
- leave one location
- go to another and carry out a new activity
- then return to the original location (optionally with your state changed, e.g. you're with a new NPC).
This was a little test of the code we'll need to use in Bangkok, where the player will leave a location – go to another one and do something – then return to the original location.
The Kink Vignettes in 1.4 are similar. The agent goes from university, to a randomly selected sex scene, and once the scene is finished is returned to university. Again, this is a stealthy prototype for Bangkok.
