The main element of Storynexus that was unique isn’t the quality-based narrative so much as “card deck”-based mechanics. Those introduce some randomness (It’s based on Fallen London) where the player actually can draw a selection of random cards and potentially “hold” some in an inventory to choose when to use the card like a skill or an item, or when to embark on a story/plot element on the card.
Choosable branches on each card could also be allowed/disallowed based on qualities. If your sink clogged up, a card “Call for help to fix your sink” could then appear in the main deck or in your hand, and you could choose branches like “Get your neighbor to help for free” or a branch with a higher chance of success “Call a professional plumber” if you had enough money to select that option. Branches could have a dice roll and separate success and failure outcomes. Perhaps if the player has gotten the “Professional Plumber” quality, a new branch on that card could appear with a 95% success rate that wouldn’t require money.
Also, entire special decks could be available based on set qualities, and the decks can be “stacked” by the author based on player qualities - adding and removing cards that can potentially appear or not appear in any specific deck.
As a mini-example: imagine playing blackjack where one player has a special card that casts a spell to remove all the 10s and face cards from the dealer’s deck so they could prevent themselves from busting on a 12 when their next card comes out.
A similar system was Varytale, where instead of cards the author essentially created short mini-adventure “chapters” which could be offered in random order or qualified/disqualified based on specific qualities set in other chapters. If you played a chapter where your sink clogged up, a chapter about calling the plumber could then be qualified to randomly appear as the next story segment, or even forced into the selection the player has to read/choose from next, or forced as the only chapter the player has to choose from next.