See How Player Choices Diverge

Build branching tabletop scenarios and compare risk, reward, and encounter paths at a glance. No sign-up. No server. Just your browser.

Scenario

Scenes

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Branch Comparison

Path Scenes Risk Reward Encounters Status
Add scenes and choices to see branch comparisons here.
Low risk Medium risk High risk Unreachable

How to Use This Planner

1

Set Up Your Scenario

Give your scenario a title. Pick a preset to see how a finished branch map looks, or start from scratch. Presets are not meant to be final. They are starting points you can reshape.

2

Add Scenes and Choices

Each scene is a moment where players make a decision. Add 2-4 choices per scene. Point each choice at another scene or mark it as an ending. Give every outcome a risk level and a reward level.

3

Read the Comparison Table

The table shows every path from the first scene to an ending. You can see which paths are riskier, which give more rewards, and which nodes are not reachable from the start. Red flags appear when one path is both safer and more rewarding.

4

Adjust and Rebalance

Change risk and reward values, add missing links, or split a scene into two. The table updates live. When the paths look balanced, save your work or copy a share link to send to a co-GM.

Example: A Simple Dungeon Fork

Your party enters a ruined hall. They can go left toward a sound of running water, or right toward a faint glow. The water path leads to a flooded chamber with a hidden relic (medium risk, major reward). The glow path leads to a trapped corridor with a minor treasure (low risk, small reward). Both paths reconnect at the final chamber.

In the comparison table, you would see two rows. The water path shows higher risk and higher reward. The glow path shows lower risk and lower reward. That is a healthy split. The problem would be if the glow path also had a major reward. Then players would wonder why anyone would pick the water path.

Common Mistakes to Watch For

  • Unreachable nodes. A scene exists but no choice points to it. The comparison table flags these in red.
  • Dominant paths. One branch is clearly better in every way. Players will always pick it and the other branches become wasted prep.
  • Dead-end choices. A choice that leads to an immediate ending with no payoff. These feel punishing unless the risk was clear upfront.
  • Too many branches. More than four choices at one scene can slow the game to a halt. Two or three is usually enough.
  • No meaningful difference. If every path leads to the same outcome with slightly different flavor, players will feel their choice did not matter.

What This Planner Assumes

Risk and reward are relative to your campaign, not universal. A "high risk" label in a low-level game might mean a tough fight. In a high-level game, it could mean a story consequence. Use the labels as internal markers. The planner does not check if your scenes are logically connected. You still need to walk through each path yourself. Scenes without any choices will show as dead ends. Every scene should have at least one choice unless it is a final ending.

Questions GMs Ask

Can I use this for published adventures?

Yes. It works for homebrew and published content. Use it to check if a published module has balanced branches, or to plan side quests that tie into the main story.

What if my scenario loops back to an earlier scene?

The comparison table follows paths until it hits an ending or detects a loop. Looped paths are marked with a warning. In practice, loops should be used sparingly and always give players new information or a changed situation.

Does this work on a phone or tablet?

Yes. The planner is responsive. On smaller screens, the sidebar moves below the main panel. The comparison table scrolls horizontally if it gets too wide.

Can I print the comparison table?

Use your browser's print function. The layout adjusts for print, hiding buttons and navigation. You can also export the JSON and format it however you like.