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

Only player 1 (the captain) can give the boarding order. The other crew members see the scene, but not that choice.

# 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.

Example

The ritual can only be attempted with 3 or more players — with two, you'll need another way to open the crypt.

Starting step

On a starting step, avoid combining these conditions with events targeting "all players": when the story starts, the other players may not have joined the session yet. Story validation will flag it.