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Branching & Prerequisites — Building Non-Linear Adventures

Not every Adventure needs to be a straight line. BLUERABBIT gives you three related tools for building forks and gates: a milestone's Conditions drawer, which decides when it opens; paths, which decide who it's for; and the Branch Choice step, which lets a player pick their path.

The Conditions Drawer: What Must Come First

Open a saved milestone in the builder and click Conditions. Everything that gates the milestone lives in that one drawer:

Every rule you set must be met, and until it is the player sees the milestone as locked. You can stack as many as you like — this is the tool for "you can't get here without having done that", whether "that" is content, an item, recognition or raw progress. The drawer has its own Save Conditions button and saves separately from Update Milestone.

Conditions Beyond Milestones

Those thresholds are one face of a single conditions engine. The same engine decides when achievements auto-grant, when certificates unlock, when a condition-triggered Garden Task completes, when an encounter group is ready, and how an evolving Tabi scene grows. It's the general tool for "unlock this when X is true", wherever X is something a player's progress can show.

The drawer offers only plain numbers. For rules that name one particular Tabi or Skill, or that count over a time window ("3 milestones within 7 days"), put the rule on an achievement's Auto-Grant Conditions and require that achievement here. The achievement then doubles as a visible marker of the gate. The full list of types and how they combine is in Conditions — When Things Unlock.

Paths: Who a Milestone Is For

A Path is a type of achievement. Set a milestone's path in the builder's bottom bar, next to its status: All paths, or one specific path. A player who doesn't hold that path sees the milestone as unavailable. Shop items and badges can be limited to a path the same way, with their Available For setting.

The Branch Choice Step

A Branch Choice step asks the player to pick one of the paths in a branch: "pick your role", "pick your specialization". The choice is permanent and mutually exclusive. Taking one path closes the others for good, which is what makes it feel like a real decision rather than a menu. From that point on, everything limited to a path is filtered by what they chose.

Branches are defined on the achievement, then referenced by the step. Give each Path achievement a Branch in the achievement editor (create one on the spot with New Branch), then add the Branch Choice step that points at it.

The rule holds everywhere, not just in the step: a player can never hold two achievements from the same branch, whether the second would have come from a GM's grant, a magic code, a milestone reward, a condition or an encounter choice.

Designing a Believable Fork

The best branches are ones where both paths feel intentional, not like one is the "real" content and the other a stub. If you don't have time to build both sides of a fork fully, it's usually better to cut it to a single path than ship a branch that's obviously thinner on one side. Players notice.

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