EDITING TIP:
	Add redundant sequence flags to each character like so:
	!s1  !s2  !s3
	So you can filter their visibility in the editor.
	These flags will always be missing in-game, so the sprites will always spawn
	Then set the editor's preview flags to this:
		s1
		s2
		s3
	To show part 1, change s1 to !s1 and leave the rest without ! in front of them




First of all, my game has "character-reaction scenes"
This is when you talk to an NPC and then one of your party members steps aside and stops following you. When you talk to this party member, you see their reaction.




A "cascade-scene" is a series of character scenes that chain-react to each other, forming a sequence of reactions. Also known as: A conversation.

Example: 
Character 1 steps aside
Player talks to Character 1
Character 2 reacts to this and steps aside
Character talks to Character 2
Character 1 reacts to this and steps aside again (differnet position)
Player talks to Character 1
Character 2 reacts to this and steps aside again (differnet position)
Character talks to Character 2
etc, etc...

This is a scene where these two characters are talking to EACH OTHER, but they only speak when the player interacts with them.
It's important for the characters to change position for each reaction. This tells the player that this reaction is new and their dialog will be new.

This actually feels natural to the player, because it's how most RPG's normally work. When the player walks up to an NPC and presses the "talk" button, the NPC talks, not the player.

But there's no reason they have to talk to the PLAYER when you do this. They can just talk... to anybody.
Your traditional silent RPG protagonist never has anything to say, so why would anybody be talking to them? So the player tends to be a spectator. In other words... the audience.