I agree that the "playing a different part in the same reality" is a nice aspect of the vignette. More elegant than having the map turn up in different places.
I don't necessarily think you should totally rule out any Deus ex Machina type business though - so long as it seems credible and not convoluted (kind of making it not a Deus ex Machina, but still...).
Allowing total freedom and having the map jump out at you from dark alleys might be a little silly, but allowing a few odd choices, and having the map turn up - in a reasonable way - might not be bad.
One question I have on all this: Is it believable that the character ends up getting the map no matter what his role? Do the other characters in the vignette always try to get the map too? What happens if they succeed - does the player "lose"?
I like the "one situation from different perspectives" thing, but it'd be that much more elegant if all the characters always start with the same motivations, yet the player manages to succeed no matter what his role. Does this happen, or do the other characters not care about the map?
For instance, how does the loremaster get the map? If he gets it from the merchant during the day, and the assassin kills the merchant in the night (since he only needs to be dead by morning), how does the assassin get the map? If the loremaster waits until later, how would he get the map from the assassin? Does the player really have to work at getting the map (I hope so), or does he just end up with it because the other characters fail quite easily?
I'll be fine with a "Trust me - it all works out."
If it does all work out elegantly from whichever perspective I play, then I'm eagerly anticipating it. No spoilers please
.
On the screen graphics, I quite like Claw's attempt, though Twinfalls' is worth a thought. Will it often be interesting to have a larger visible area of the world in dialogue? Claw's has more room for a lot of dialogue if necessary - will it be?
If you use something like Claw's, I still think it needs a bit of background decoration at the bottom of the top right box (something like those trees someone posted a while back - but better
).
The Gold certainly blends in nicely in Claw's version.
Oh, and I think I'd be fine with making important choices "in the past". Perhaps if before the interactive flashback, there is player dialogue / description making it clear that important decisions had been made.
Something like:
"I wonder if this piece of junk will be worth the trouble I had to get it...
I just hope I didn't cross the wrong people....
It all started with..."
That's presuming that you can't get the map without crossing someone.