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 — useful for modeling player choices.
Model
Each branch carries:
- A label — 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 — free text to spell out the game mechanic
Example
Scene "Encounter with the Messenger":
- Branch 1: "If the PCs accept the mission" → "Journey to Vaeril"
- Branch 2: "If the PCs refuse" → "The Curious Innkeeper"
- Branch 3: "If combat breaks out" → "Ambush in the Alley"
Graph visualization
The scene map of a chapter (or of a quest) displays the scenes as a directed graph with branches as edges — 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.
Best practices
- Don't overuse branching. 2-3 exits per scene are enough — 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 ≥ 15" is more actionable than "If the PCs are stealthy".