This kind of gets into the balance between preparation and improvisation. A GM has to have some minimum amount of material planned in advance based on likely player action (A, B, and C), but when the players pick option X instead, out go the notes! Different games, and different GMs, support or prefer different balances of prep & improv.
True. But "node-based" design is a particular approach to prep: the players
will go through all (or at least most) of the nodes (from memory, the suggestion is to use the "3-clue rule" to help ensure this); and the upshot of that will be some pretty particular resolution.
I think this is pretty different from (say) preparing an island for Agon - which is a bit like preparing a town for DitV - where you have "stuff" but none of the shaping of paths and outcomes that the Alexandrian argues for.
*******************************
I wrote this island for Agon - my first - for
@chaochou's Not the Iron DM:
Kassos
A steep-sloped island of handicrafters and traders
Signs of the Gods
Demeter (Goddess of Law): Her sign is the seal - promises made and obligations kept.
Hephaistos (God of Crafting): His sign is a star-shaped brooch wrought out of tin, the imposition of form onto the chaos of the natural world.
Zeus (Lord of the Sky): A storm rages and torrential rain is falling as your sailors dock your vessel.
Arrival
Water flows through the streets of the town, sweeping away the market stalls and hand carts.
A crowd gathers at the edge of a cliff that overlooks the port - led by Dares, the priest of Zeus, they are going to throw a young man, Pythios, over the edge as a sacrifice.
A middle-aged woman, bedraggled in the downpour, recognises you as heroes and looks at you imploringly. She is Chryse, mother of Pythios.
You must choose swiftly: will you listen to Chryse (Arts & Oration to stop the crowd performing the sacrifice), or comfort her (Resolve & Spirit: if she wins, she hurls herself into the sea after her son), or join the crowd on the cliff (Resolve & Spirit: if the heroes win, the Strife Level is lowered by one)?
Trials
To learn the truth about Dares choice of sacrifice: he is in debt to Chryse (Craft & Reason in the temple records; Arts & Oration vs Dares).
To repair the drains and sewers (Craft & Reason; Arts & Oration my ad an advantage from willing townsfolk).
To offer a different sacrifice to Zeus to end the storm (Resolve & Spirit; if the storm continues, raise the strife level and repairing the drains and sewers becomes Perilous).
Battle
Will the heroes confront the wild cultists who dance in the under temple, praying for the sky and earth to swallow up the town and restore Kassos to its primeval state? Threats: the cultists kill Dares; more rain falls.
Or will the heroes topple Dares from his position of influence? Threats: Dares destroys the records in the temple; violence breaks out among the townsfolk as old debts are called in and new ones established in the struggle for power.
Characters
Dares, Priest of Zeus (d8). Cunning (d6). Pious (d8, and Sacred in his temple).
Chryse, Townswoman (d6). Devoted to her son (d8). Honest (d6).
Townsfolk (d6). Industrious (d6). Cooperative: Advantage on any endeavour where they work together.
Thesela, cult leader (d8). Zealous (d6). Hidden knife (d8 Perilous). Accompanied by her cultists, she is Epic.
Places
The buildings in the town have copper downpipes; the sewers and drains made of brick and clay pipe, into which these flow, are in disrepair.
The temple of Zeus contains records of all debts and promises.
The under temple, lit by torches, has brick walls but an earthen floor.
Special Rewards
Trade goods to fill the hold of your vessel.
Mysteries
Why does Zeus send rain? Is it at the supplication of the cultists? To punish Dares for allowing the temple to fall into debt?
Who are the cultists? Are they townsfolk who despise urban life? Are they descendants of the farmers and hunters who once ruled on Kassos? And do they have some hold over Dares such that he dare not drive them from the under temple?
As you can see, the opening framing presents a need to choose - but then the situation unfolds in accordance with the players' action declarations.
When I ran this a few weeks ago, the PCs did clear the drains and sewers but via Blood and Valour (ie they forced their way through, clearing the blockages and rubble); they learned about Dares debt via speaking with the townsfolk; they tried to save Chryse when she threw herself into the waves after her sacrificed son, but failed; and they ended up saving Dares
and saving the records.
They pleased Zeus, Hephaestus, Ares and Demeter, but angered Athena, Hera and Poseidon (this is worked out by consensus once the PCs leave the island). Different choices would have produced different outcomes, not just different sequences of the same events.
Where I'm heading with this rambling post is that we need to talk about
backstory which is often prepped, and
situation and how that builds on prep and/or backstory, and
resolution processes and consequences, before we can begin to see who gets to make what sorts of meaningful choices, and how those ramify through.
Choose-your-own adventure has pre-scripted backstory, and situation, and outcomes. The player gets to choose which bits of this become part of the fiction, by proceeding down a menu. That's a pretty low degree of player authorship! I think most RPGing can probably aspire to more than this.