genre

Use when

You want a character/story-driven game where choices and prose carry it.

What it is. A game where the interface is a page and the verbs are read and choose. Prose, characters, and a branching tree are the entire system; the mechanic is which fork you take and what the story remembers.

Player fantasy / why it’s fun. You author a person’s life from inside it — every choice is a small bet on who this character is, and the story answers back. The pull is authorship under uncertainty, not optimization.

Pillars (exactly 3)

  1. Meaningful forks. A choice must change something the player can later see — a scene, a line, an ending. If both branches land on the same next paragraph with no trace, it was set dressing. This is the whole game; see antipattern-fake-choice and pattern-meaningful-choice.
  2. Distinct characters. The cast is the content. Each must sound, want, and refuse differently enough that you’d recognize a line with the name stripped. Prose lives or dies here — see world-character-design.
  3. Prose that pulls. The only feedback loop is turn the page. Every screen ends on a hook, a want, or an unanswered question. Boredom is your only failure state.

The loop stack

LayerWhat happensDesign lever
MomentRead a passage, feel a beat landRhythm of line length; the click-to-advance cadence
EncounterReach a fork, weigh it, commitFraming the choice so consequence is legible before you pick — see pattern-readability
SessionA chapter/route with its own turnGive each sitting one reversal so it feels complete
MetaReplay for other branches, collect endings, complete the castsystem-prestige-and-newgame-plus; unlock-on-replay content

Essential systems

Content & difficulty model

Signature-mechanic seeds

Pick one and let it reshape the tree — don’t bolt it on. See process-the-twist.

  1. VN but choices are made by dice you can weight (structure) — forks resolve on a skill check; you spend a currency to load the dice. Failure branches are written, not dead ends. anchor-disco-elysium is the north star — see system-dialogue-and-branching + pattern-risk-reward.
  2. Interactive fiction but two readers share one branching story (perspective) — same tree, two players, each choosing for their own character; forks lock or unlock the other’s path. Consequence becomes social. See system-coop-and-competition and anchor-it-takes-two.
  3. VN but the tree is a physical map you walk (spatial) — nodes are places; revisiting a room re-reads its state. Branch = route through space, memory = what changed there.
  4. VN but every choice is a governed resource (economy) — swipe-left / swipe-right against four meters, one decision at a time; the story is the failure you’re steering away from. See anchor-reigns and genre-narrative-decisions.
  5. VN but a single ambiguous ledger drives the ending (deduction) — the player accumulates facts and the ending resolves on what they concluded, not what they clicked. See anchor-return-of-the-obra-dinn and recipe-detective-deduction-board.

Common pitfalls

Anchors

Verify

Prove the forks are real and the story pulls per design/FUN.md#21-·-narrative-decisions — assert that distinct choices reach distinct, remembered states, not a silent reconvergence. Keep the tree a pure, inspectable data structure so branch coverage is machine-checkable.

This module rendersthe repo's markdowndirectly — edit it there, it changes here.