2 ms·
Sure. Combine that with Depression Quest's narrative mechanism of graying out choices that aren't available to you (eg. applied to actions precluded by a defic
by webmaven 4y ago
Sure.
Combine that with Depression Quest's narrative mechanism of graying out choices that aren't available to you (eg. applied to actions precluded by a deficit in impulse control, a common side effect of lead poisoning), and that could be very effective, especially if the player character is a child or adolescent which constrains the available degrees of freedom a bit more to something sane and tractable (eg. a kid might steal a stereo from a car, but it would be okay in that context not to have carjacking be an option).