>>96296542
I usually do that once I have done everything else. This was very much the case for Dragonfall. I do it this way because I have a lot of crazy ideas I want to puta into each CYOA and I usually include at least 1 new unique mechanic that will define the CYOA. For Dragonfall it was the "wish companion mechanic", for Princess it was the "options have consequences", for Void Maiden it was the "mana cost and generation", for Your CYOA it was the "gain powers from things you own", for World of Whorecraft it was the "defeat mechanic", for Orbs of Desire it was the "thematically aligned points and the spread sheet convergence" ect.

For me the story is there to make my mechanics and crazy ideas make sense. It would be weird for me to work the other way around. It's like working backwards and it feels limiting. I would rather not set a limit to what I can imagine and then just do everything I want and then make it makes sense afterwards.