But really, is that the biggest plot hole in the CYOA series?
Well, the question is if we want the game to be coherent within itself, no? I actually read a few books where the choices proved the story to be so incoherent that it was, well, to be polite - disagreeable. Like some haunted castle thingy with - if memory serves - about 7 different unnatural perpretators, none of which existed alongside each other once the conclusion was reached. Stories where a little waiting in your cell would decide if you were kidnapped by the good guys or the evil ones. So yeah, that kind of thing I personally dislike somewhat. Sure enough, I understand that it is used for the sake of plot-variety, but still...
Either that, or the question is geared towards the mechanics not stopping us from meandering through the labyrinth, dodging all the bad events while amassing loot and positive stuff. Hmm.. how about players that have "started" upon a route not being allowed to "jump" to a point in the past untill they get to an ending, or at least not further than 2 choices down from their current one? You could also implement that every Page will only lead to three different ones, making meandering like mentioned above impossible. Either something like that, or you could just "close" pages once you think it is feasible.
... actually, I am somewhat sure by now that you mean the later one. But as I think that my first interpretation does raise a point of notice / interest, I will leave it be.
On another, quite far-fetched note; If the game proves itself to become refined to the point of completion, might there be a flash version or something along these lines in store? Because I would fancy that idea greatly. Just putting the thought out there.
But really, If it turns out well enough - and that it would have to do, so no promises just yet - I think the forums could whip up some artwork for it.