@Steve24833, @Oqre11
I guess I'll try to answer some questions in this one post.
Them being:
1. Is the story focussed on tactics like a strategy/puzzle game?
2. If so, wouldn't it turn out to be more storygame?
3. I don't know where you're going with the pre-Meiji period stuff, explain (or something like that).
1.
Currently I'm going to have most of the narrative stakes tied to the strategy segments of the story. This means that the course of the story and the outcomes of its complications are mostly decided by the reader's decisions during such segments. That doesn't guarantee only significant choices lie in these segments (but considering the scale of how much would probably be in here, who knows?). After those segments are finished, the focus will shift back to progressing the story, which will then build up to another strategy segment.
The 'tension' should look like this, with most of the peaks being spectacles of strategic planning. So yes, in this way it's mostly focussed on tactics/strategy.
Right now, the biggest question I have concerns the actual structure of the story. If you guys have read anything that's in the same vein as this, posting a link to it would be really helpful. Or if there's any suggestions as to where I should take this - that'll be interesting to go through.
2.
By storygame, I mean there'll be less emphasis on items or values and they probably won't be integrated into the story. The focus on strategy shouldn't overtake the story elements.
3.
I mentioned pre-Meiji period Japan because I understand the feudal system era with the lords (daimyos) and kinghts (samurai) etc. etc. I probably should have just said feudal Japan but oh well.
Btw, I think that fantasy adventure done well is difficult to do due to the requirement for engaging world-building – hence, giving substance to the adventure aspect. I find that balancing the breadth and depth of world-building is key in doing this, which should be difficult given how large a CYOS could end up being.