| name | interactive-branching |
| description | 需要分支选择结构或交互式叙事地图时使用。 |
Interactive Branching
Use this skill when player or audience choice must have tracked consequences.
Workflow
- Define the choice question.
- Track state and consequences.
- Design expansion plus convergence.
Output Contract
interactive_branch_map: a branch structure with meaningful choices, consequences, and convergence points.
- Each branch should differ in value, state, or relationship outcome.
- If the map cannot converge, it is probably too large or too diffuse.
Posture-Adaptive Guidance
When certainty = lost:
Ask: "What is the one choice in this story that would genuinely hurt to make?" Real branches start from decisions that cost something. Do not map until that choice is named.
When source = discover:
Start from the player's emotional stakes, not from the branch diagram. "What would a player regret choosing?" is more generative than a binary tree at this stage.
When source = construct:
Apply the full workflow: define choice question → track state and consequences → design expansion and convergence. Each branch must differ in value, state, or relationship outcome, not just in surface narrative.
When focus = event:
Primary activation context. Branch structure is fundamentally event-layer work: causality, consequence tracking, and convergence logic. Load ka.medium-branching-interactive and ka.causality-chain first.
When focus = character:
Character-state tracking is what makes interactive branching feel coherent. Ensure each branch records what the player now knows, feels, or owes — not just what happened.
References
wp.interactive-branch-map
rb.interactive-branch-map
ka.causality-chain
ka.cross-protocol-referral-edges
ka.medium-branching-interactive
ka.medium-game-narrative
ka.theme-pressure