Playing around with Twine reminded me a great deal of playing Dungeons & Dragons, particularly I am currently the Dungeon Master for one, soon to be two, campaigns. For those who haven’t played, the Dungeon Master is essentially the game world’s God, portraying all characters not under the control of the other players and arbitrating the results of the player’s decisions. Most Dungeon Masters come up with some degree of plot in advance, but never rely entirely on what they have planned; the players’ actions should always have the potential to dramatically change the story. This is why writing in Twine feels so similar; planning out a linear plot is unreasonable, because the player may want to take actions contrary to the writer’s plans. Just like a Dungeon Master, a Twine writer must take into account several viable actions of the player and allow for those choices to have significant consequences.
Image is from the Dungeons and Dragons 5th Edition book The Rise of Tiamat.