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Branching interactive story design
PL by Prompier Library
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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| Variable | What to enter | Example | Default |
|---|---|---|---|
| {{medium}} | Where the story will be played, e.g. a game, a training scenario or interactive fiction | Browser-based training scenario for new call-center staff | — |
| {{premise}} | The starting idea, the genre and the mood you want | A 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 take | Adult beginners, about 15 minutes per play-through | — |
| {{scope_limits}} | How big it can get: number of endings, branches or words you can afford to write | At most 3 endings, 8 decision points, about 6,000 words | — |
Try it
Live previewWhere 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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