So, question. Maybe doing some shit with werewolves, and the whole point is that you’re going through transformations against your will. There’s various sequences where you do evil werewolf shit, and I had an idea, but I couldn’t tell fin it was any good. I wanted to, in comparison to the human sections where you make choices that can kill you or branch out toward different endings, to have the werewolf sequences to be without choices, to use the whole choosing mechanic as a thing reflective of your situation. These wouldn’t be too long, what maybe three or four pages at most with the chance for the choice to resist or give in, which would branch, and maybe some choices where they’re all basically “do the thing your human self doesn’t want to”.
So, anyhow, does anyone think that would work? Is it a cool or even just alright idea, or would it’s just it just stink of linearity? What’s your opinions?
This is also a good idea.
They’ll still have minor control, I suppose, but since there’s definitely going to be sections where they can do shit as a werewolf, I don’t really think it’s an option.
They’ll have a motive for not locking themselves up, as they’ll be trying to accomplish something while rapidly changing back and forth. Hopefully it makes more sense in game.
I think that's a good idea as long as they're only limited parts of the storygame and don't take up many pages. It gives more realism to the situation so that's cool, just be sure not to be too predictable (i.e the two possible choices always leading to a single page; in this case after the first time the reader might become bored and wish you had just put a single link and saved time).
You said yourself the werewolf sequences aren't going to take too long, so it should be alright to keep it that way. At least for me.
If you still feel it's too linear, you could make fighting choices or make the PC choose different options for the evil shit that happens.