The Erasmatron engine presents an unconventional aproach to the problems of interactive storytelling design. The underlying cause of its peculiarity is the set of unconventional assumptions from which it was built: 1. While architecturally valid stories can be created by algorithm, humanly interesting stories can be created only by artists. 2. The battle between character-based stories and plot-based stories can be elegantly resolved by recourse to verb-based stories. 3. Interactivity is central to the design of computer storytelling systems. 4. A high threshold of complexity must be crossed to obtain reasonable results.