I’m writing a story, its one that has been in my head for many a year now. I’m not an accomplished writer, english being my second language, but I thought it’s been so many years now that I really need to start writing it.
Anyway, for some reason I’m writing it as a CYOA game. It’s called Paladins:Salvation.
The titular Paladins are avatars of the Gods themselves, though their purpose in the mortal world varies depending on the god they represent. Salvation is meant to be a story of war and turmoil, a story of adventure and unification, leading the people in the fight for a common goal; that being survival. It is meant to be a strict time-line based one because, well, the world is meant to be ending in it, because, a certain someone (the player) didn’t do their job. -ahem-.
Anyway, as I’m writing it I started noticing that perhaps I didn’t allow too many choices, especially in the early sessions (which at the moment is all of it!) and I was curious what people here thought about a storygame that has limited choices especially early on. And also what the opinion was on seeing their character do things/ask questions without having to be prompted through a choice.
I bring it up because I’ve heard some complaints about lack of choices or false choices in the past. Myself, I think I’ll be allowing the major story choices to be player-enforced but I personally don’t see minor things being an issue. Still I’d like to ask for further opinions?