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It also seems that some events have options that won't appear unless your party has certain prerequisites, and, while some are much easier to get than others, almost all of the events have some sort of prerequisite in order to happen at all, so it won't be the same set of things every time.
Still, knowing now that the choices aren't always going to be the same is actually really nice, and does alleviate my concerns, so thanks for that!
We do work hard to make sure that we don't have strictly "good" and "bad" choices - there are different outcomes but we don't want one to be clearly/strictly better. I still end up having favorite branches in a lot of the events though.
The primary reason why it was a concern of mine is because I've noticed that in other games, when I know one option is either more favourable or the risk/reward factor is good, I'll pick it based on that rather than a "what makes more sense in the immediate". Since a big part of what I'm enjoying about Wildermyth is how emergent the experience is, I'm just concerned that once I'm using learned knowledge, without a way to leave it up to fate, it'll make things less immersive.
(Honestly this might be a "me" problem more than anything, but I was curious as to whether or not it was on the cards.)