Astro,
It sounds to me as if you've correctly analyzed my issue. And your advice sounds like it's where I'm headed. I'm going to learn to make a screen now, as it's something I've never done before in this engine.
{EDIT}
I created a screen... It's idiot proof. And that completed the last piece of the puzzle. I now have the following spaced throughout the scritpt:
•A Screen with the Autoupdating Karma % bar. (There are ten images, and each time I grant 'KARMA' to the user, I have an event that says
...becuase it's a choice screen that grants the Karma, it updates as soon as the event ends.
•Clicking the Karma bar brings you to a called menu which contains an imagemap for navigation. You can't 'Jump' to another event unless you have the Karma to do so.
•Using the imagemap resets the Karma to '0', consuming the charge. If you don't have enough to use it, you get an error message, and a return command.
•The Image Map is connected to an event with a set of variables combining to make the name of an even label. So when the EVENT and GIRL variables are placed side by side, it creates the name of the event that's being transitioned to. Meaning, the event CHANGES where it sends you automatically, based on your story progression.
The only real challenge I face is that every event has a 12 line header. When I begin a new section, I copy from a template, and enter in the data to keep my variables honest. If I mess this part up, it will be a debugging nightmare. But ten years in game QA has made me a patient man.
That took some doing, but now that the UI is in place I can continue on the road to creating a game worth playing.
The trick of keeping the player involved in the narrative, and not just playing took me weeks to come up with. Thanks to the support here on the forums, I am able to move forward. Thank you very much.