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Setup Docs

Branching & Prerequisites — Building Non-Linear Adventures

Not every Adventure needs to be a straight line. BLUERABBIT gives you two related but distinct tools for building forks: prerequisite rules that gate a milestone, and branch steps that redirect a player mid-milestone.

Prerequisite Rules: Milestone, Item, or Achievement

Any milestone's unlock condition can point at a prerequisite milestone, a required item, or a required achievement — and you can stack more than one. This is the tool for "you can't get here without having done that," whether "that" is content, currency, or recognition.

The Branch Choice Step

A Branch Choice step asks the player to pick one of the paths in a branch group — "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 gated to a path is filtered by what they chose.

Branch groups are defined on the achievement, then referenced by the Step. Set the group up first, then add the Step that points at it.

Locking a Milestone Until a Branch Is Chosen

A milestone can be set to stay locked until the player has made a specific branch choice earlier in the Adventure — useful when later content genuinely only makes sense in the context of the path taken, rather than being available to everyone regardless of their earlier choices.

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.