Dialogue design

Sylwen / Pact — Branching dialogue map

The full structure of one decision-heavy scene. Nodes, edges, fail states, recoveries.

About this scene

Adapted from Chapter 32 of The Vaelron Saga, Book 2: Shar's Revenge. One confrontation, twenty-four paths, four endings — gated by skill checks where failure locks downstream branches, not just single lines.

Read the prose chapter on AO3 ↗.

What it demonstrates

  • — Gated progression: failed checks remove entire outcome branches.
  • — Escalation through constraint: as options lock, remaining choices carry more weight.
  • — Asymmetric endings: only 2 of 24 paths reach the best outcome.
  • — Tone consistency: 24 paths maintain voice and pacing without repetition.

Play the scene this map describes in The interactive scene. Back to Design Docs → Branching dialogue map.