Disclaimer: all this might change before release! It has happened before…
Storyteller has a simple interface: you drag actors into panels to give form to a story, but you don’t directly control how each character behaves. Each actor reacts according to his nature, of which there are several: villain, lover, hero, amnesiac, etc. All living characters have a common behavior: they all suffer when someone they care about dies or dumps them, and other common-sense rules.
The challenge of each “story” (or level) is to figure out how to make actors do what you want, how to fit that in 3 or 4 panels AND somehow match what the story goals.
In example above, Tim is missing Lucy because he fell in love with her the first frame. Lucy, however, is playing a villain so she is not only uninterested in Tim but also annoyed at his crush on her. What happens between the first and second panel is that Lucy left for some reason and Tim is still in love with her, thus him missing her. This is called closure, the core of what makes Storyteller work. Another, simpler example:
Adam here dies because the game concludes that since there’s a tomb in the second panel and only Adam is missing, he must have died. That’s the nature of the tomb in Storyteller.
Each one of the stories check if its conditions are met, but often they are not very specific, so you can find multiple solutions to the same story:
Some stories actually detect some interesting variants and hints you of their existence!