More than any other IF work I've played, The Baron's reputation precedes it. I knew that it was going to be pretty dark. (Spoiler - click to show)I knew that the protagonist was going to be loathsome. I knew that sexual child abuse was going to be involved. The game itself does a thorough job of warning you about it. So I wasn't shocked by any of it -- but it's still a very powerful piece.
The Baron could have been rendered, without losing very much by way of interactivity, as a CYOA. Virtually all of the significant interaction comes in the form of menu choices, and the elements that are not menu choices could have been trivially rendered as such. It's almost stateless. By a formal definition of IF, it isn't much of a game. But the expectation of inhabiting the world, IF-style, is a very powerful tool for identifying with the protagonist. The danger of a ream of menu choices, particularly if they're tough or uncomfortable ones, is that the player will detach and be pushed out of the world: which defeats the entire point of rendering serious material in an interactive form.
The Baron is not particularly striking in the questions it poses: it's striking in how it builds up to those questions. A lot of this is independent of the IF/CYOA distinction: it's the Socratic method of framing questions in different ways in a particular order. But a list of checkboxes is easier to blank out than a world that, it's implied, you are going to have to live in. An IF world is one in which you have to engage -- there's a genre expectation that close reading is going to be required to negotiate the world.
It's not perfect; the detaching effect of multiple-choice isn't entirely eliminated, and the pace is quite rapid -- which makes the developing plot less predictable, but also means that you never have to live long with any of your choices.
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