Writing
The script editor and every beat type you can put in a scene.
A scene is a script, and a script is a list of beats. Each beat is one typed step: a line of dialogue, a change to the stage, a write to a variable, a pause, a branch, a question for the reader to type an answer to, a roll of the dice. The player runs them top to bottom until the scene runs out, then follows an edge to the next one.
There are seven beat kinds you can insert, and one more (call) that exists only
for stories authored before its catalog was emptied. Everything else in
Narratomi (the flow view, conditions, staging, the co-writer) exists to feed
these beats or to route between them.
The editor
The beats
Line
Dialogue and narration: speaker, text, emphasis, and voice audio.
Stage
Moves, facing, animation, camera, expression, props, light, weather, audio, effects, and cutaways.
Set
Write a value into a variable, or add and remove one entry of a list.
Wait
Pause for a number of milliseconds, or until the reader clicks.
Choice
Options, inline responses, locks, timers, cards and grids.
Input
Ask the reader to type an answer into a text variable.
Check
A seeded roll against author-stated odds, routed down two edges.
Tokens
Putting a variable or a character's name inside a line of text.
Where beats sit
A beat belongs to one scene, and a scene belongs to one chapter. Scenes are joined by edges in the flow view, which is where the branching actually lives: a choice option or a check does not name a scene, it names an edge. See Chapters and scenes and the flow view.
Two beat kinds can also appear nested: a choice option with an inline route holds a small body of line, stage, set, wait and input beats that plays and then rejoins the scene. Choices cannot nest inside choices.
The studio ships a playable walkthrough that teaches the beat family from inside a game, complete with a working check and a locked option. If you want the tour before the dictionary, start at the walkthrough.