Is it a good idea to signal to players the important unexpected ramifications of their choices?

@Zakle It depends. If you’re giving the player base information about the world, then yes, but make it impersonal. For example: if the player chooses to be a witch, the next page should give them all the info they need to know about witches in your world, including how they’re perceived, then ask for confirmation. The important thing though is to word it so that it’s impersonal. If you say, “You will be perceived such and such way.” That is very personal and gives an air of finality. But if you say, “Witches are perceived such and such way.” That feels less focused and allows room to maneuver.

However, you should not do this for the rest of your story. Telling the player the outcome of the choice beforehand ruins any suspense or tension built around the choice. What you should do is write the choice in a way that doesn’t explicitly tell the player, but is enough for them to infer. Now the problem with this, of course, is that it’s difficult.

Think of it this way, most movies that take place in a world different from ours have an info dump at some point so we get the gist. But good movies follow the ‘show don’t tell’ formula for the rest of the movie. Obviously the visual aspect doesn’t apply here, but the concept is the same.

So basically, give the player info, without giving the player info… if that makes sense.

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You can always make it optional at the beginning of the game .

Turn warning on-off .

From exeperience, I can tell you that even if you put that warning ‘‘Are you sure? Like super duper sure you want this?!’’ TWICE in a row . You still will have some players who gonna complain .

So go for what feel better for you . I personally wouldn’t mind a warning, I think it’s very helpful . But if there isn’t one, it’s fine too. peoples should just learn to read stuff lol

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