I’ve been struggling with this in Werewolves 2. The main problem so far has been the various states going into the sequel. I didn’t want the game to be one of those sequels that only takes 2 or 3 things from game 1 and uses them for mild alterations, but catering to all those end states has been a huge headache resulting in a slower development time.
I’ve written thousands of words for each permutation, including 5 entire side-stories based on the endings from book 1. This has resulted in what I consider to be a massive scope creep in word count. A chapter that should be around 15k words bloats to 30k because I need to include paths and alt text for all permutations carried over from Werewolves 1. It’s also tough because not only do I need to continue the three RO relationships from book 1, but make readers happy by adding 2 new ones on top of that.
Once I realized this issue, what I’ve been doing is trying to wrap up most of those individual alt-paths halfway through the game and tidying the structure up for the second half. I think players will appreciate the attention I paid to their choices in Werewolves 1, but if I had to go back and do it again, I’d cut it back a bit so I can focus on a tighter story and getting the game out on time without driving myself crazy