There is a growing interest in producing story based game experiences that do not follow fixed scripts predefined by the author, but change the experience based on actions performed by the player during his interaction. In order to achieve this objective, previous approaches have employed a drama management component that produces a narratively pleasing arc based on an author specified aesthetic value of a story, ignoring a player’s personal preference for that story path. Furthermore, previous approaches have used a simulated player model to assess their approach, ignoring real human players interacting with the story based game. This paper presents an approach that uses a case based player preference modeling component that predicts an interestingness value for a particular plot point within the story. These interestingness values are based on real human players’ interactions with the story. We also present a drama manager that uses a search process (based on the expectimax a...