What I’m saying about Evertree has nothing to do with content or tone, and everything to do with structure. The way Baylay writes what is essentially an open world constrained by time limits, where what you choose to do truly matters because you can’t do it all, but there’s a broad scope of possibility and no choice is inherently a waste of time - is nothing short of brilliant. The men to whom my comment was addressed are all very capable ChoiceScript writers I believe can learn from Baylay’s excellent work, not by copying it outright but by borrowing and adapting in ways that suit the unique demands of their own work.
I don’t know what this even means. I don’t find the choices in Evertree to be less weighty, less fraught, or less worthy of careful consideration than the choices in any WoD game.
Fair enough, it is a long time since I played the Evertree Saga, I apologize for dismissing it.
Having said that, I don’t think the authors here need to change their model to copy someone else’s. I think the problem is just that the current model is overtuned. Having only 2 slots per day is harsh, it limits the exploration and allows no room for mistakes. If we had 3 it would be a lot nicer
I don’t think they need to change their model either, but that doesn’t mean they can’t benefit from studying how others have tackled a similar issue - just as most writers are prolific readers whose appreciation for the work of other authors helps them hone their craft, while still developing their own themes and style.
Also it’s not like the concept of having a limited period of time to get things done and more encounters/choices than you have time for is something any single writer has a stranglehold on.