I’m of the opinion that it really depends on the choices. If it’s viable that the thought would have crossed the players mind, then I favor *selectable_if. On the other hand, if I don’t think it’s something the player would have ever thought of, I think *if is better. For example, with Aeon Sage there’s two choices, the first is what kind of part to go to (high class, low class, or rave), then how to approach a specific character at the party. One of the choices of how to approach someone is by dancing, but if you pick the high class party, no one is dancing, so I completely remove the option with *if.
@dfabulich I really dislike that looks (I really prefer to handle as much of everything ‘in story’ as I can), so I’ve tried nestling *selectable_ifs that can’t be selected into *ifs with the opposite conditions. Example:
*choice
*if (charm>50) #Convince them to let us go.
Story Goes On
*if (charm < = 50)
*selectable_if (1=2) #There is no way I could convince them to let us go.
*comment intentionally unreachable