Narrative Flow boards
A Narrative Flow board is a conversation you can actually run. Each node is a moment — someone speaking, something happening, a fork in the road — and the lines between them are what leads where.
The nodes
Section titled “The nodes”| Node | What it’s for |
|---|---|
| Dialogue | Someone speaks, and the party can answer. Each choice becomes its own connection point on the node. |
| Beat | Narration with no choice — something happens, then you move on. |
| Branch | The story forks on what the campaign remembers, with no-one choosing. |
| Check | A dice roll decides. Success and failure lead different ways. |
| Oracle | A yes/no question answered by dice — the heart of playing without a GM. |
| Story change | Records something: the Duke is dead, the party has the key. |
| Portal | Jumps somewhere else, on this board or another one. |
| Outcome | An ending. Optionally written into your world’s timeline. |
| Random | Chance picks, by weight. Which door, which wandering monster. |
| Clock | A countdown that fills as the story passes through, then fires. |
| Stage the scene | Sets the map, the music and a handout at your table, in one press. |
Writing a line
Section titled “Writing a line”Add a Dialogue node, then select it and double-click the body to type what they say. Give it a speaker by picking an entity — then renaming that NPC renames every line they speak.
Each choice you add grows a new tab on the node’s right edge, coloured by what it does. Drag from a tab to whatever that answer leads to. A tab that leads nowhere yet is still shown, so a half-finished conversation looks half-finished rather than complete.
Drag people and places onto a node from the Library rail and they appear as cards inside it — a Beat is these three, in this room, not one name. The node wears one of their pictures; use the star on a card to choose which, or drop an image from the Assets tab to set a picture of your own.
Making choices depend on the story
Section titled “Making choices depend on the story”Under Story in the right rail you declare the things your campaign remembers — flags, counters, names. Any node can change them, and any choice can be gated: only if the party has the key.
A gated choice a player can’t take yet is shown greyed with the reason, rather than hidden. You are looking at the whole conversation; they are not.
Changes are written as plain lines — suspicion += 1, toggle alarm_raised —
and a condition can ask about a variable, a dice roll, or a live field on an
NPC. Story logic covers all of it, including clocks and
the {{ }} placeholders.
For the parts of a story that aren’t a line you follow — something that happens once per party member, a route that repeats until the alarm drops, a scene you want to use in six places — see Repeating, gating and calling.
Where it starts
Section titled “Where it starts”A run begins at whichever node has nothing leading into it — fine for one thread, arbitrary once you have three. Select the node you mean and switch on Start here; it wears a green Start flag, and only one node can.
Running it
Section titled “Running it”Read it through in the toolbar opens the Runner. Without a table attached this is a read-through — walk the conversation, see which branches are gated, and nothing is cued anywhere. Attach a room and cues fire for real.
Problems in the Runner tells you what’s wrong before your players find it: nodes nothing leads to, endings that lead nowhere, a gate on something nothing ever sets, a check with no failure branch.
Playing without a GM
Section titled “Playing without a GM”Tick Playing alone and the board stops keeping secrets from you: no GM notes, no secret rolls, and every beat can be written to a journal page you keep. Oracle nodes are the piece that makes this work — a question the dice answer, so the story can surprise you.