Every instructional designer says they build “branching scenarios.” Sit through half of what actually gets shipped in a course and you’ll find the same thing wearing a costume: a multiple-choice question with three doors, two of which lead to a red X and a “try again,” and one that leads to the next slide. That’s not a branching scenario. That’s a quiz with extra steps.
I’ve written before about why click-next training fails learners. Branching scenarios are supposed to be the fix — decision practice instead of information delivery. But a badly built branching scenario is arguably worse than click-next training, because it looks interactive while teaching the same lesson underneath: guess what the software wants, not what the situation actually calls for.
Here’s the part nobody tells you: the reason most branching scenarios feel fake isn’t the authoring tool. It’s that they were never planned before they were built.
Why branching breaks down before you ever open Storyline
Open Storyline and start dragging slides around, and you will build a scenario shaped like whatever fits comfortably on your screen — usually three choices, two consequences, and an ending, because that’s what’s easy to keep track of visually inside the tool. Real decisions rarely fit that shape. A manager handling a harassment complaint doesn’t have three neat options; they have a dozen plausible responses that cluster into maybe four real strategies, each with its own fallout.
Building the logic and designing the story at the same time is how you end up with cosmetic branches — paths that look different but converge one slide later, or “wrong” answers that exist purely to be wrong instead of leading somewhere that teaches the learner something.
Map it before you build it
The fix is almost embarrassingly low-tech: don’t open your authoring tool first. Build a story map.
A story map, for a branching scenario, works exactly like a mind map: one central node for the situation the learner walks into, branches radiating out for each realistic choice, and sub-branches off of those for what happens next — including the consequences of consequences, two and three decisions deep. You’re not writing screen text yet. You’re drawing the shape of the decision tree so you can see it as a whole, the way you never can scrolling through a stack of Storyline slides one at a time.
Why a mind map is the right shape for this
A mind map’s whole design purpose is to represent non-linear thinking — ideas connecting outward from a center, not marching down a list. The technique was formalized and popularized by Tony Buzan, a British author who spent decades writing about how the brain organizes information and learns. He wrote dozens of books on memory, learning, and thinking, including Use Your Head and The Mind Map Book, and argued that ideas naturally branch radially from a central concept rather than filing neatly into an outline.
That’s precisely the shape a good branching scenario needs on paper before it becomes an interaction. A decision tree isn’t a list, and trying to design one in a linear slide-by-slide tool is exactly why so many “branching” courses end up flat.
What to actually put on the map
- Center node: the situation, stated as a specific moment, not a topic. Not “harassment prevention” — “a coworker hints a promotion depends on a date.”
- First-level branches: every response a real person in that job would plausibly consider, not just the “correct” one and two straw men.
- Second-level branches: what actually happens after each choice, including how it can get worse if the learner doesn’t recover.
- Convergence points, marked deliberately. Not every branch needs its own unique ending — but if paths quietly merge back together, mark it on the map so it’s a design decision, not something you discover in QA.
- Dead ends and loops. A branch that lets the learner recover from a bad choice should loop back into the map somewhere, not just apologize and move on.
You can build this on paper, a whiteboard, or actual mind-mapping software — the tool doesn’t matter. What matters is that you can see the whole decision tree at once, the way a subject matter expert reviewing your design can catch “wait, nobody would actually say that” before you’ve built ten slides around it.
Why this step gets skipped
Usually a deadline. Mapping feels like it’s slowing things down when a client wants slides. In practice it’s the opposite — an hour spent mapping catches structural problems that cost days to fix once they’re already built in Storyline, variables and all. I don’t start a branching project in the authoring tool anymore. I start it on a map, and I don’t open Storyline until that map survives a subject matter expert actually reading it and saying “yes, that’s what would really happen.”
At DGS Designs, every branching scenario we build starts as a map before it’s a single Storyline slide. If your last “branching” course was really a quiz in a trench coat, that’s usually the missing step — happy to walk through what a real story map looks like for your content. Contact us.






