Narrowing the Locations
We had to set a few of our locations before moving forward. The design team met and came to the following conclusions.
Park and Hospital = Neither
These two were the example scenes in the prototype branch. We decided not to move forward with either of them. The park felt too generic, and the hospital had the danger of becoming a "catch-all" location for our branches. We also did not want to imply that evil actions are only through physical harm.
Courtroom vs Prison = Prison Yard
A top branch from the prototype ideation was freeing a thief on trial in a courtroom. I asked the team if we could take that section to a new location, worried that a courtroom scene did not offer enough variety to be one of our seven. We decided instead to use a more interesting prison location--a prison yard. Now it was a world of opportunities with more objects and more NPCs present.
Fairgrounds vs Farmer's Market = Fairgrounds
The player can carry a "Free Sample" sign around a Farmer's Market to direct the NPCs to pick up objects. That locked in the Farmer's Market as a scene, there were game-breaking risks with so many objects, and that this interaction may get stale with multiple uses. Instead, we decided that the Farmer's Market would be a special event inside the actual location, the Fairgrounds. Now we could switch out community events that would take place there, adding more opportunities in a game limited to seven scenes.