The docs are actually still available. Posting for general interest/posterity and not suggesting anyone needs to exactly replicate SN.
I created Final Girl in Storynexus for IFComp back in the day and it was designed as a shorter confined experience instead of an epic. Playthroughs could take 2-6 hours.
You can definitely do plot in QBN with qualities that dictate what options are available at any given point, but at some point if you want a strict linear flow a QBN might not be the right format. You can design open world gameplay with progressive narrative cutscenes that provide context. But as stated - a QBN is basically a database of all kinds of random stuff that presents itself piecemeal based on the player’s interaction with it.
CH definitely has stronger character creation utilities than Storynexus did - characters essentially break down to a type of quality and CH makes that distinction for categorization purposes and includes some extra options I haven’t investigated yet.
Everything in a QBN is a quality and what the interface helps with is “types” of quality - how each type behaves and how it is displayed.
One of my first cool impressions is CH allows “Storylets” which are always available if the player qualifies for them (such as for travel locations) and “opportunities” which are like cards that can be drawn from virtual decks and kept in the players “hand” for randomness in events and gameplay.
In my experience with SN and QBN systems, you kind of have to think in terms of “how would this narrative be accomplished as a boardgame with spaces, tokens, and text on cards that can be drawn?” The quality structure dictates rules and gameplay.




