It’s less like playing a computer game and more like an incredibly elaborate bunch of miniatures. This interplay between the in-game representation and the more tabletop-esque act of players sitting around and debating what to do next is really what made my Divinity demo special. Players then vote on what action to take and the GM resolves the situation. Our party wanted to feed the wolf some of the ham we had in our wagon, and the GM was able to edit the Vignette on the fly and add that option. Players can diverge from the GM’s path though. For instance, we came upon a wolf in the road, with options to leave it alone or attack it. They’re bits of text that pop up mid-game (at the GM’s prompting) that add some flavor to the environment and then prompt players to choose what happens next. But Larian’s aimed to make Original Sin II’s Game Master Mode function a lot more like actual tabletop with a visual component, not just an on-the-fly multiplayer session.