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Event Branch — How to Build a Game World Within a Story

April 24, 2026

In the Forgeon editor, an event branch is a tool that allows you to divide the story into separate logical spaces and connect them together. As a result, you get not just a plot, but a game world through which the user can navigate.

What is an event branch?

On the left panel of the editor, at the bottom, there is a block called “Event Branch”.

When you create a branch:

  • you specify a name (for example: Home, City, Work);

  • a separate story board is created;

  • inside it, a “Main” page automatically appears — this is the entry point to the branch.

In fact, each branch represents a separate scene or location, which houses its own mini-plot.

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How transitions into a branch (and back) work

The key mechanic is transitions between branches.

Let's break it down with an example:

Scenario

In the main plot, the user has a choice:

  • Go home

  • Go to the city

If the user chooses “Go home”, the transition occurs:

  • from the main branch → to the Home branch

  • the user lands on the Main page inside this branch

What happens inside the branch

Let’s say the Home branch is arranged like this:

  • Main (entrance hall)

    • Go to the room

    • Go to the kitchen

    • Leave the house

Inside:

  • each page is a separate scene;

  • actions lead to other pages within the branch;

  • the logic is completely independent from the main plot.

How the exit works

Important: every branch must have an exit point.

Example:

  • the button “Leave the house”
    → returns:

    • either to the main branch;

    • or to another branch (for example, City).

The main idea

A branch is not just a piece of text.
It is a separate location with an entrance and an exit that can be embedded into any part of the story.

Transitions between branches — the foundation of the structure

Branches can be directly connected to each other, creating a network.

Example of logic:

  1. The user starts in the main branch

  2. Transitions to Home

  3. Leaves home to City

  4. From the city chooses:

    • Cafe

    • Work

    • Shop

Each of these places is a separate branch.

Why this is important

You stop thinking of the story as a single line.

Instead, you gain a structure made of:

  • locations;

  • navigation between them;

  • independent scenes;

  • repeatable actions.

This is behavior close to a game already.

How to use branches for RPGs

Building a game world (detailed with example)

Let’s imagine you want to create a simple gameplay loop.

Step 1: Central branch — “City”

This is the main hub to which the player will return.

Inside the City branch:

  • Main (street)

    • Go to the cafe

    • Go to work

    • Go to the shop

    • Return home

Step 2: Separate branches for each location

Create branches:

  • Cafe

  • Work

  • Shop

  • Home

Each of them has its own logic.

Step 3: Example of the “Work” branch

Structure:

  • Main

    • Start a shift

    • Leave

If the player chooses “Start a shift”:

  • receives money;

  • spends energy;

  • goes to the “End of shift” page.

After that:

  • the button “Return to city”
    → leads back to the City branch

Step 4: Connecting all branches

The cycle looks like this:

City → Work → City
City → Cafe → City
City → Shop → City
City → Home → City

The player freely moves between them.

What this gives

  • repeatable actions (work, rest);

  • route choice;

  • a sense of space;

  • a foundation for mechanics (money, resources, time).


Potential of the tool

The event branch offers not just convenience — it changes the very approach to story creation.

1. The story turns into a system

You no longer write linear text.
You design:

  • locations;

  • connections;

  • entry and exit points;

  • scenarios within each zone.

2. Scaling without chaos

You can:

  • add new branches (locations);

  • expand existing ones;

  • without breaking the working structure.

For example:

  • added a “Hospital” to the city — and simply connected it as a new branch.

3. Reusability

One branch can be used:

  • in different places of the plot;

  • as part of different scenarios;

  • as a universal location.

4. Basis for endless gameplay

If you combine:

  • branches (locations),

  • transitions,

  • and cycles of actions,

you get a structure where:

  • there is no fixed ending;

  • there is continuous interaction;

  • the user shapes their own path.

Conclusion

An event branch is a fundamental building block of a game world within a story.

With its help, you can:

  • divide the plot into locations;

  • manage transitions between them;

  • create repeatable scenarios;

  • build fully-fledged game structures.

With proper architecture, this is no longer just a story, but a system where the user plays rather than only reads.

Event Branch — How to Build a Game World Inside a Story — Forgeon | Forgeon