Section 03

The interactive scene

A branching dialogue scene set in the Baldur's Gate 3 universe — one confrontation, twenty-four paths, four endings. Playable in the browser; built from scratch as a narrative design exercise.

Best on desktop. Mobile works, but the map likes elbow room.Open on itch.io ↗

How to play

  • — Choose options at each screen — some are gated behind skill checks.
  • — Failed checks lock downstream branches, not just single lines.
  • — One playthrough: 5–8 minutes. Full exploration of all endings: 20–30 minutes.
  • — Play once on instinct, then replay and choose differently at every gate.

What this demonstrates

  • Gated progression — failed checks remove entire outcome branches, not just individual options.
  • Escalation through constraint — as options lock, remaining choices carry more weight.
  • Asymmetric endings — the best outcome requires a specific sequence of two successful checks; only 2 of 24 paths reach it.
  • Tone consistency under branching — 24 paths maintain the same voice, pacing, and emotional register without repeating dialogue.

Production pipeline

  • Narrative structure & dialogue — Claude (Anthropic)
  • Development — Cursor
  • Image generation — GPT
  • Video generation — Kling, Seedance
  • Platform — itch.io
Design breakdown — video walkthrough.See the branching map in Docs →

This scene adapts Chapter 32 of The Vaelron Saga, Book 2: Shar's Revenge. Full prose chapter on AO3. Design breakdown on YouTube.

Baldur's Gate 3 is the property of Larian Studios. This is an original non-commercial fan work, not affiliated with or endorsed by Larian Studios.