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Guide

Scenes and choices

An adventure can be looked at three ways: as a map, as a form and as one continuous document. All three show the same scenes, and only one sets a destination.

The graph

Each scene is a card, each destination an arrow. A card's colour and shape state its role: start, hub, shop, combat, character creation, level up, ending. An ending has a distinct, rounder shape, and keeps it even if you repaint it.

Arrows read too: a solid line leads to another scene, a long dash completes the adventure, a short red dash fails it. A padlock on a label marks a choice that is not always visible.

An adventure's graph: eleven scene cards linked by arrows, with the minimap bottom left and the zoom controls bottom right.
Under each title, two numbers count the links coming in and going out. A scene with zero incoming is reached by nobody.

"Réorganiser" re-lays the whole graph out and overwrites your placements; "Zoom ajusté" merely fits everything on screen. A card you move stays where you put it, and nothing moves it afterwards.

The scene list

The left panel lists the scenes and mostly serves to find your way once there are many. The search covers the title, the text and the tags; the chips above keep only the scenes with a problem, those with no destination, those nobody reaches, or the endings.

The scene list: a search field, the filter chips and eleven rows with their link counters.
"Chemins depuis le départ" does not filter: it highlights what the player can reach and fades the rest.

What the canvas does not do

The graph is a view, not a link editor. These five absences are deliberate, and the first is the one everybody tries first.

  • You cannot drag an arrow from one card to another. A destination belongs to a choice, and is set in the inspector. Dropping a card on another creates nothing.
  • You do not write on a card. It shows a title; the text is written in the inspector or in the manuscript.
  • Only one thing is selected at a time. A card, or an arrow.
  • Nothing rearranges behind your back. Only a drag, an arrow key or "Réorganiser" moves a card.
  • The canvas takes no annotations. No sticky notes, no coloured areas. To mark a scene, use its author label or its tags.

The inspector: a scene

Clicking a card opens its form on the right: title, role, appearance, tags, text, entry effects and the list of choices leaving it. The role is the only field that changes what the engine does; the rest is organisation.

A shop scene's inspector: the title, the role selector, the colour swatches, the tags and the text editor.
On a shop or combat scene, an extra block asks which one. Picking the shop is enough: that choice is what gives the scene its role.

"+ Ajouter un choix" creates an empty choice, with no destination. That is a normal working state: it will only appear on the graph once it leads somewhere.

A choice, and its destination

A choice carries a text, possibly some rules, and exactly one destination. There are five possibilities, not one more.

Destination What happens What it asks for
No destination yet The choice exists but leads nowhere. It does not show on the graph. Nothing. It is the state of a choice being written.
Go to a scene The player moves to the named scene. This is the common case. A scene. Endings are not offered here.
Complete the adventure The run ends on the chosen ending, and that ending is added to the endings the player has discovered. An ending of the success kind.
Failure The run stops on a failure. You write the reason the player will read. A reason, required. A failure ending, optional.
Stay on the scene The effects apply and the player re-reads the same scene. Handy for searching a place. Nothing. Watch out for loops with no way out.
A choice's inspector: the choice text, the destination selector and the chips summarising its rules.
Clicking an arrow on the graph selects the choice it carries, and the reverse: selecting a choice highlights its arrow.

If the choice carries a dice test, the destination leaves the choice and moves into the outcomes: one per result. That is what makes it impossible to write a test with nowhere to go.

The manuscript

The manuscript shows the same scenes one after another, like a document. It is where you write at length: a scene's text, its choices, then the next scene, without changing screens. Between two scenes, a dashed button inserts a new one at that exact place.

The manuscript's order is a reading order for you, and nothing else. A run's flow depends only on choices and their destinations: moving a scene in the plan does not change what the player experiences.
The manuscript: the numbered plan on the left, and the scenes one after another with their title, text and choices.
Past forty scenes the manuscript opens collapsed; "Tout déplier" stays available at any size.