So, as many of you already know, I’m working on a contest storygame. I’m about 600 words in right now, and I officially started building it yesterday. Here’s the prompt I’m working from: “A story involving tales from the Bible and do whatever you want with it. (Do not simply use the Book of Mormon for this fanfic)”.
On the surface, the objective is simple. The storygame should feel like a straightforward fan-fiction retelling. Something clean, almost innocent. But if you know me at all, you know I rarely stop at surface-level ideas. I tend to use the full extent of my creativity, sometimes more than I probably should. Because of that, I’ve chosen to layer the story with a creeping horror theme.
You play as Adam. Through each choice you make, you gain Faith with God via a variable system. At first, this Faith behaves exactly how you’d expect. Obedience is rewarded. Trust feels safe. The world reacts gently. But later in the story, depending on how much Faith you’ve accumulated, cracks start to form. You begin to suspect, and eventually realize, that God may not be divine in the way you were taught. Instead, He is something eldritch. Vast. Incomprehensable. A presence that *requires* belief and cooperation to fully enter the world.
As the story progresses, the narration itself begins to shift. It moves from “You walk to…” to “You read on.” The text starts addressing the READER directly, not just the character. The boundary between Adam and the player thins until it’s barely there at all. By the end, again depending on your Faith value, one of two outcomes occurs: either you resist and defeat this God-thing, or you, both as the reader *and* the character, willingly allow it to enter Adam’s world… and ours.
I’m planning for this to be a fairly large project. As my first storygame, you could say I’m coming in with a bang, maybe a bit recklessly. This thread is mainly for general thoughts. How I should structure narrative branches, how to tweak the ones I’ve already written, and how best to develop and pace the variable interactions without making them feel mechanical or obvious.