One of the issues I have with a lot of point and click games, is the linearity. You must make the right move or you lose..or go in the wrong direction. This proposal doesn't provide for a completely random option, but does make it a little more unpredictable.
Whenever an important dialog choice or action is chosen, you have to make a "chance" selection. You have 3 options or doors as in "Let's make a deal." One option gives a good result..you move on to the next step. The other is a bad result, you fail and have to go back to a predetermined part of the story. The 3d option is the bonus. You skip a step in the process, so, for example, if you're trying to feel her breasts, you get to rub her between the legs instead.
This would allow you to play the game with different attitudes also. Because the different results can be different attitudes for the girl. Instead of standoffish, "don't touch me" you might find that she's hot to trot, but only for this move. You might actually get away with saying "You're hot, I want to have sex with you, now." But for overt statements like that..you only have 1 good result, the other two are bad, limiting your success. It doesn't eliminate linearity completely but it does put a "luck" factor in. I don't know if you can program "random" results in html, I doubt it, but by varying the outcomes you make it appear to look random. at least on the first run through.
I know nothing of using Poser or Daz3D so I can't design this game, but one of you can use the idea if you like.
I did actually make a sequence in 3dSV2 using this system, as a demo but never actually completed the game.
To demonstrate my idea check this verbal flowchart.
A guy meets a girl sitting alone on a park bench. She is beautiful and wearing a top which shows off her ample breasts and deep cleavage.
Guy: Hi. Beautiful day, huh?
Now he selects 1 of 3 options.
1. Good option. Hi, yes, it is. Would you like to sit down and talk with me?
2. Bad option. Hi!? Is that the best line you can come up with? Go away, you're lame.
3. Bonus. Hi, yourself. You're cute. Come over and sit next to me.
Sitting closer to the girl is the step AFTER sitting down, so in
the bonus you skip the sitting down step.
Now that's one dialog choice. Another might be.
Wow, you're really hot!
And then you come up with responses for that. And so on.
lastly you could have him say something chauvinistic like:
Hey, baby! Nice rack! then in the chance you have 2 bad options and one good one..no bonus.
So basically one Dialog choice could have many different outcomes depending on how many dialog choices you put in.
And at a certain point you have the dialog choice determine which branch of the story you wind up in. In my game, I had nine different endings mapped out on the flowchart, not counting the fatal choice where you had to go back to the beginning, and there was only 1 of those..kind of like getting the Queen of Spades in Hearts.