A node is not an isolated scene. It belongs to a system that responds to player choices. The quality of the links determines whether that system remains flexible at the table.

01

Push and pull links

A push link sends characters elsewhere through an event or threat. A pull link attracts them through curiosity, reward, or a personal goal. Healthy networks use both.

02

Use chokepoints deliberately

A major event may gather different routes into one moment, but reaching it should not depend on one check.

  • Tie the chokepoint to an event in the world.
  • Prepare at least two routes to it.
  • Let delay change the event instead of cancelling it.
03

Micro-anatomy of a node

A playable node supplies atmosphere, a face, a goal, danger, discoverable information, and consequences. These turn lore into decisions.

REINFORCE

Turn it into play in three questions.

This is not about points; it helps you recall the key ideas while preparing.

01Which link is driven by player curiosity?
02What should a chokepoint avoid?
03What makes a node playable?