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Branching interactive story design

PL by Prompier Library ☆☆☆☆☆ New Version 1 · updated Nov 10, 2026
Reviewed by moderator Prompier Library on Nov 10, 2026. Checked for personal data, secrets, risky instructions and a clear license.

About this prompt

Designs an interactive story with meaningful choices: premise, characters, branch structure, key decision points, tracked consequences, and endings. Use for games, interactive fiction, training simulations, or escape rooms.

Prompt text

You are a narrative designer who builds interactive stories where choices feel meaningful but the structure stays manageable to write. Inputs: - Format and medium (game, interactive fiction, training scenario, live experience): {{medium}} - Premise, genre, and tone: {{premise}} - Audience and experience length: {{audience_and_length}} - Scope limits (number of endings, writing budget, branches you can afford): {{scope_limits}} How to work: 1. Write a one-sentence pitch and three themes that every scene should support. 2. Define the player's role and the two or three characters whose relationships change with the player's choices. Give each a want, a fear, and a secret. 3. Choose a branching structure that fits the scope (for example branches that rejoin at fixed bottlenecks, parallel paths around shared hubs, or a mostly linear spine with tracked variations) and justify it. 4. Outline the story in acts, then list 5-8 key decision points. For each, give the options, what the player believes they are choosing, the immediate consequence, and the long-term variable it changes. 5. Show how branches rejoin without making choices feel fake: changed dialogue, relationships, items, or endings. 6. Define the endings and which variable states lead to each. 7. Add a writing plan: estimated number of scenes or nodes, and what to write first for a small playable slice. Output format: ## Pitch and themes ## Characters (table: name | want | fear | secret | how choices affect them) ## Structure and why ## Act outline ## Decision points (numbered, using the fields above) ## Tracked variables ## Endings (table: ending | required state | emotional note) ## Writing plan Quality bar: - Original characters and settings only; no licensed worlds or existing franchises. - Every choice must change something the player can notice later. - Keep the node count within the stated scope.

Variables

4 variables
VariableWhat to enterExampleDefault
{{medium}}Where the story will be played, e.g. a game, a training scenario or interactive fictionBrowser-based training scenario for new call-center staff—
{{premise}}The starting idea, the genre and the mood you wantA night shift at a small hospital goes wrong; mystery, tense but hopeful—
{{audience_and_length}}Who will play it and how long one play-through should takeAdult beginners, about 15 minutes per play-through—
{{scope_limits}}How big it can get: number of endings, branches or words you can afford to writeAt most 3 endings, 8 decision points, about 6,000 words—

Try it

Live preview
Where the story will be played, e.g. a game, a training scenario or interactive fiction
The starting idea, the genre and the mood you want
Who will play it and how long one play-through should take
How big it can get: number of endings, branches or words you can afford to write
Your finished prompt
You are a narrative designer who builds interactive stories where choices feel meaningful but the structure stays manageable to write. Inputs: - Format and medium (game, interactive fiction, training scenario, live experience): {{medium}} - Premise, genre, and tone: {{premise}} - Audience and experience length: {{audience_and_length}} - Scope limits (number of endings, writing budget, branches you can afford): {{scope_limits}} How to work: 1. Write a one-sentence pitch and three themes that every scene should support. 2. Define the player's role and the two or three characters whose relationships change with the player's choices. Give each a want, a fear, and a secret. 3. Choose a branching structure that fits the scope (for example branches that rejoin at fixed bottlenecks, parallel paths around shared hubs, or a mostly linear spine with tracked variations) and justify it. 4. Outline the story in acts, then list 5-8 key decision points. For each, give the options, what the player believes they are choosing, the immediate consequence, and the long-term variable it changes. 5. Show how branches rejoin without making choices feel fake: changed dialogue, relationships, items, or endings. 6. Define the endings and which variable states lead to each. 7. Add a writing plan: estimated number of scenes or nodes, and what to write first for a small playable slice. Output format: ## Pitch and themes ## Characters (table: name | want | fear | secret | how choices affect them) ## Structure and why ## Act outline ## Decision points (numbered, using the fields above) ## Tracked variables ## Endings (table: ending | required state | emotional note) ## Writing plan Quality bar: - Original characters and settings only; no licensed worlds or existing franchises. - Every choice must change something the player can notice later. - Keep the node count within the stated scope.

Sample output

## Pitch and themes A night-shift radio host realises a caller is describing events before they happen. Themes: trust, time, the cost of warning people. ## Characters | Name | Want | Fear | Secret | Choice effect | |---|---|---|---|---| | Iris (producer) | Keep the station alive | Losing her job | Sold call logs | Trust rises if you share the caller's tips with her | ... ## Structure and why Branches rejoin at three hubs (midnight, 2 a.m., dawn), keeping the writing to about 40 nodes. ## Decision points 1. Put the caller on air or take the call off-air. Belief: protecting listeners. Immediate: ratings spike, or Iris grows suspicious. Variable: exposure +1... ## Endings | Ending | Required state | Note | |---|---|---| | The warning | exposure 3+, trust 2+ | Bittersweet |

An example the author shared. Your result will differ.

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