It’s Your Story – Narrative Structure

It’s Your Story: Narrative Architecture and Growth Framework


Table of Contents

  1. Glossary of Terms
  2. Narrative Tree: From Epic to Happening
  3. Map-Based Branching System
  4. Developmental Pulse System
  5. Choice and Marker Logic
  6. Visual Map & Grid Structure
  7. Adventure Walkthrough Example

1. Glossary of Terms

EPIC
The full one-year interactive adventure made up of 26 Stories. It includes a universal beginning (Story 1) and conclusion (Story 26), with 24 adaptive Stories in between.

SAGA
A grouped arc of 6 Stories (~12 weeks). Each Saga has a narrative goal, a developmental focus, and ends in a cliffhanger.

STORY
A 7-day bi-weekly experience. Each Story contains 7 Adventures, builds from a central theme, and contributes to the current Saga.

ADVENTURE
A single daily session (~15–20 minutes) composed of:

  • Spark: Video + parent narration
  • Wind: Still image + foreshadowing
  • Flame: Descriptive text-based moment
  • Choice: A decision that leads to a Path

CHOICE
A decision made by the child that drives the narrative. Each Choice is linked to a Path and carries a Pulse.

PATH
The branch the story takes following a Choice. Directs the child’s movement on the world map and selects terrain, destination, and event.

PULSE
The developmental trait being targeted in a Choice (e.g., memory, empathy, critical thinking, leadership).

EMAJAH’ NATION
The in-story world map, divided into Realms (9x9 mile squares). Each Realm contains:

  • Terrain (woods, hills, marshes, etc.)
  • Destinations (castles, bridges, cottages, etc.)
  • Events (narrative Happenings)

REALM
A single square on the Emajah' Nation grid containing its own unique terrain, destinations, and events.

HAPPENING
The narrative moment triggered by reaching a destination via a Path. A story beat involving puzzle, interaction, or challenge.

MARKER
A subtle cue embedded in Spark, Wind, or Flame that sets up a future Choice. Used to test memory, bravery, logic, or emotional inference.


2. Narrative Tree: From Epic to Happening

EPIC (1 Year)

  • Story 1: Universal Opening
  • SAGA 1: Story 2–7
  • SAGA 2: Story 8–13
  • SAGA 3: Story 14–19
  • SAGA 4: Story 20–25
  • Story 26: Universal Closing

Each Story contains 7 Adventures:
Spark → Wind → Flame → Choice → Path → Happening


3. Map-Based Branching System

The Emajah’ Nation map is a 9x9 grid of Realms. Each Realm contains:

  • Terrain: e.g., woods, marshes, rivers
  • Destinations: e.g., wishing wells, castles
  • Events: Happening-based story beats

Paths are influenced by:

  • Child’s Pulse profile
  • Previously seeded Markers


4. Developmental Pulse System

Each Choice has a Pulse:

  • Memory: Recall details
  • Empathy: Emotional/moral response
  • Critical Thinking: Problem-solving under pressure
  • Leadership: Follows or ignores host’s guidance

Scoring is reflective, not punitive. It tracks:

  • Behavioral patterns
  • Pulse response history
  • Emotional and decision maturity over time


5. Choice and Marker Logic

Choices include embedded Markers planted in Spark/Wind/Flame and linked to:

  • 1 Reactional Choice (non-directional)
  • 1 Directional Choice (movement on the map)

Example: 
Spark – Farmer mentions red eagle flying north  
Wind – You find a red feather  
Flame – You remember the eagle's direction  
Choice – Go North (swamp), South (river), or East (cottage)?  

6. Visual Map & Grid Structure

The map grid is coordinate-based:

  • Y axis (vertical) = 1 to 9
  • X axis (horizontal) = -9 to -1

Example Coordinate: 6-8 = Y:6, X:-8 = near a river

Every Happening has at least 3 outbound Paths. Each Path has:

  • 3–4 Spark/Wind/Flame segments
  • Up to 2 Pulse-based Choices

Location format:
Epic.Saga.Story.Adventure.Realm / MapXY / PulseScore-ChallengeCount-CorrectCount

7. Adventure Walkthrough Example

Each Adventure starts at a new Path. The structure:

  1. Video plays (Spark)
  2. Parent reads Spark text
  3. Wind image + hint
  4. Flame builds immersion → leads into Choice

Choices:

  • Reactional Choice → Tests memory/empathy/logic
  • Example: Troll rushes bridge — do you jump or use secret gesture learned 3 days ago?
  • Happening reflects the result
  • Directional Choice leads to next Realm

Each Adventure includes:

  • 3 Happenings
  • 2–3 SWF cycles per Happening
  • All Choices tied to a Pulse

Data is logged across movement, decision, pulse, outcome.


End of Document