Yep! You know how you can hide certain things behind a variable? For example:
{if Strength > 14}"You're lookin' pretty strong dude"
{endif}
(if you don't know about this, here's a good tutorial page)
Well, all you'd have to do is make a variable that gets added at the start of the story, like "Gamemode = True". Then you can check for that any time you want to add special text. Alternatively, you could just check for something that will ALWAYS be true -- like
{if Strength >0} in a story where Strength starts at 1 and can only go up, for example.
For going the other way, to make text that only people
out of Game Mode can see, you can make use of the @. It points out which outcome you want to display on non-game mode states. If you don't use it, then it just takes the else-case. Here's some examples of that:
{if Strength == 1} First Option!
{elseif Strength == 2} Second Option!
{else} Third Option!
{endif}
^this would display "Third Option!" out of Game Mode
{if@ Strength == 1} First Option!
{elseif Strength == 2} Second Option!
{else} Third Option!
{endif}
^this would display "First Option!" out of Game Mode
{if Strength == 1} First Option!
{elseif@ Strength == 2} Second Option!
{else} Third Option!
{endif}
^this would display "Second Option!" out of Game Mode
So if you want to have something like that, but have it
never show up during Game Mode, you can just make up a variable for it. Whenever I do that, which is loads, my go-to is
{if@ Gammod == False}, because "Gammod" instead of "Game Mode" makes me smile and because that'll never ever be a real variable. Anything I put between that and the endif will show up to non-Game Mode readers, and will never show up in Game Mode. Hope that answers your question! Lemme know if anything wasn't clear.