I’ve had a couple of instances in my current project where in lieu of providing a selection of choices, I’ve only given one.
I’ve accomplished this in two ways. Either literally only given one choice, or had all choices but one greyed out (as if to indicate, there’s absolutely no way the character can do anything else, even if the player might think to)
I know that you can use page_break to sort of convey this, but I feel that there’s a different vibe to offering only a single choice. Provided it’s used sparingly of course.
For example, in my project, the single-choice is used as the main character comes face to face with a monster. It’s completely outside their experience and knowledge. The sole choice is
#Stare into the abyss.
For me, that moment of enforced helplessness is more powerful than the page_break.
I was wondering what folks’ opinions were on doing this, both the single-choice and every-other-choice-greyed. Bad practice? Fun trick? (bonus: how about having multiple choices alongside a never-selectable one, as another instance of yeah the player might think of this as an option, but the text of the choice saying why it’s not).
I guess there’s also a third thing, where you offer multiple choices which have differing flavour text, but all of them result in a ‘can’t do that’ type of response. I’ve used this too.