Next question, I'm trying to build in story interrupts. Interrupts would be possible if the page has an 'allow interrupt = yes' to prevent breaking the critical path of the story.
Say the PC is travelling between cities and the normal story links would take him to the next city. I want to overrule that (otherwise predictable) onward journey with a mechanic driven interrupt, say with the event 'Your friend in City A has fallen sick, you really should return' - this adds spice and unexpected choices that can offset of the shortcomings of the genre - things becoming predictable and being taken for granted.
Again, I understand I can pre-bake this (have two hyperlinks, one reveals when a variable - say story chaos - goes beyond a trigger threshold (in this example when chaos is too low). However, pre-baking significantly increases the amount of hidden coding I have to put up, and it prevents multiple systems from being able to generate dynamic events (which contribute to replayability). In addition, having multiple systems then brings the question of prioritization, if within the mechanics two events would be eligible to happen - say 'Your friend in A is sick' AND 'A plague has reached City B,' I'd want the system to prioritize one of them and send that up (merging events is beyond the scope of the current tech as far as I can see, hence the need to prioritize)
Thanks in advance for reading through this
StrykerL