Based on the observation of an online interactive storytelling environment (Lineage), this study mainly explored the design issues with regard to story plots, character types, and the interactions between them. A contextual inquiry was conducted to collect qualitative data drawing on theories related to Campbell's "Hero's Journey", Propp's "Character Types", and Habermas's "Communicative Action Theory". The study showed: (1) all types of game characters possessed the hero attribute; (2) helpers usually have certain type of high ability; (3) there is no "refusal" plot; (4) "initiation" stage differs significantly from the original story archetype; (5) the assigned tasks should highly match with the character's attributes to enhance the player's experience; (6) the actions that happened most frequently are: instrumental action, strategic action, and communicative action.