In a multiplayer story, each player lives their own reading within a shared session. These conditions differentiate what each one sees — asymmetric roles, reserved scenes, content that depends on the group size.
# Specific player
The choice is reserved for player N in the session (the number matches the join order). This is the building block of asymmetric roles: each player gets different actions at the same point of the story.
Example
# Player count
The choice depends on the number of players in the session (equal to, at least, at most). Lets you adapt the story to the group size: some passages only make sense with a full team.