The boosts we previously described are almost all implemented at this point! In the process, the little house we were planning for the main character has exploded into a not-so-little house full of cosy rooms, lazy cats, bear rugs, and of course tables and desks to hold all the aforementioned boosts. This is one of those situations where design drives the narrative I guess; there are so many totems and trophies you can collect that the main character simply needed to have a more spacious home to put them in.
But then again, the size of the home seems to emphasize its emptiness. It’s full of stuff, yes, but almost completely devoid of people. In that regard, it’s far from the stereotypically “perfect” home. That feels appropriate for Road Not Taken.