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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".