Narrative branches
A branch is a possible exit from one scene to another scene within the same chapter. It is the mechanic that turns a linear sequence of scenes into a graph β useful for modeling player choices.
Modelβ
Each branch carries:
- A label β what triggers the exit (e.g. "If the fight is lost", "If negotiation succeeds")
- A target scene (referenced by ID within the same chapter)
- An optional condition β free text to spell out the game mechanic
Exampleβ
Scene "Encounter with the Messenger":
- Branch 1: "If the PCs accept the mission" β "Journey to Vaeril"
- Branch 2: "If the PCs refuse" β "The Curious Innkeeper"
- Branch 3: "If combat breaks out" β "Ambush in the Alley"
Graph visualizationβ
The scene map of a chapter (or of a quest) displays the scenes as a directed graph with branches as edges β with pan/zoom and link editing directly in the graph. Handy for checking that no scene is orphaned (no entry) or a dead end (no exit).
For the graph of links to the Lore at the campaign scale (NPCs, scenes, quests), see Relationship graph.
Edit the scene mapβ
Open Scene map from a chapter or a quest with its own scenes. In simple mode, the Scenes branch opens the map.
- Drag the connection dot under a node onto another node to create a directional link.
- Click a link to edit its label, optional condition and type, then Save. The same panel can delete the link.
- Click a node to open its scene. Drag it to arrange the map, or use its pencil to rename it (Enter confirms, Escape cancels).
- Use the wheel to zoom, drag the background to pan, or use zoom and fit controls.
Link types are Exit, Clue and Lead, with Exit as the default. These distinguish transitions, information pointing to another node and directions to investigate. Conditions are GM guidance; they are not executed automatically.
Scene types β Generic, Location, Encounter, NPC situation, Event and Revelation β determine node colours. Select them in the scene editor.
Add a reverse link when a connection works both ways. After reorganising, check Next steps for missing targets, links outside the chapter or self-links. For connections within one scene, see Dungeon rooms.
Branching adviceβ
- Don't overuse branching. 2-3 exits per scene are enough β beyond that, GM prep explodes.
- "Fail forward" branches. Avoid branches that lead to a game over; prefer forks that change the tone rather than ones that block progress.
- Clear conditions. "If Stealth check β₯ 15" is more actionable than "If the PCs are stealthy".