RPG Scenario Pro Tip: Triumphing Over Will

Want to immediately punch up your RPG adventure writing? Train yourself to eliminate unnecessary instances of the word "will."
Adventures exist in a weird provisional future, where you have to account for events that may or may not happen in a story that your readers have, in collaboration with their players, yet to bring into being. That's where "will" creeps in: In response to intruders, the octoproid will flee around the corner, turn invisible, and attempt an ambush.
When Johnson hears about the murders, he will phone his reporter friend, Ngen.
A Lore success will allow a character to recite the legend of the Six Dead Kings. The above sentences are all snappier when reconfigured to drop the "will:" In response to intruders, the octoproid flees around the corner, turns invisible, and attempts an ambush.
When Johnson hears about the murders, he phones his reporter friend, Ngen.
A Lore success allows a character to recite the legend of the Six Dead Kings. Sometimes "can" functions as "will" and should likewise be eliminated:
A red success can grant the character access to the secret tunnel.
This reads better as:
A red success grants the character access to the secret tunnel.
Removing these from a manuscript immediately makes you seem like a more seasoned RPG writer. Wills can be tricky and determined, fiendishly worming their way into the work of established writers. I still catch myself occasionally doing this, after all these years.
(NB: This edict against the word will should not be construed as a request to eliminate wordwill, who is a fine fellow undeserving of your assassination attempts.)