Try to have no more dialogue as a % of playtime than the original "Loom" did.
We agree, FORGE will not have narration. Any additional storyline will be provided via interactions, Book of Schematics, and rewards.
I also meant: try not to be too wordy in the interactions, and achieve maximum efficiency with a minimum of dialogue. I know that it's definitely a difficult thing, to convey atmosphere, character and information while keeping the dialogue concise, without making it so concise that the spirit or believability of the game is lost. It's very hard to do it well - but it's something that has to be done, because long "cut-scenes" can quickly become boring.
Also, it would be far more kind to the "first-time player" to not force him to memorize a whole lot of backstory before starting play (even though it's skippable, if you put it right when the game starts, most players will not skip it). Much of that story is not really important to the task at hand. Start with what
Rusty himself knows. He knows very little of Bobbin's story, because he met him for a very brief period. So why would you start the game by recounting Bobbin's story, which the main character of the game is not even aware of? How do you know that he even realizes exactly what the weavers did at the end of "Loom"? Try to reduce things to the really bare essentials, to start with - then later you can expand, if needed. I think that was also the big mistake in the "Lord of the Rings" movies - Peter Jackson tried to show the epicness of the story from the very start, while the original book started small (thereby pulling in the reader with things they could relate to, and not starting off with abstract grand themes) and gradually got bigger.
Instead of narrating "and he saw the castle floating away, and he met this man, and he fell down a hole", maybe start the game simply with him falling down a hole, then after landing have him make a brief comment that will clear up the situation (Bobbin sometimes did this in "Loom" - talking seemingly to himself about something that just happened). Then maybe the player can take over. Or perhaps the game should start at the beginning of the narrated story, just after he tries to find any survivors.
Concerning the music, do you know the technical specifications of the original? Is it possible to reproduce that sound using exactly what the original game used?
By the way, have you decided on what platforms the game will be available? I think it could work very well on handheld devices, such as the Linux-based
Pandora and
GP2X Wiz.