# What is an interception step?
An interception step is a special kind of step. It is never wired through normal parent links: it fires automatically whenever a player lands on any step, provided its trigger conditions are met.
When an interception fires, it replaces the normal choices of the step the player just arrived on with a single choice that leads to the interception step. Once the interception has been read, its own children (if any) take over like any standard step.
Typical use case
# How the engine picks when to intercept
- The player makes a choice that leads them to step S.
- On arrival, the engine evaluates every interception step defined in the story.
- For each: does the audience include this player? Has it already been triggered for them? Are its conditions true?
- If several match, the one with the lowest priority wins (ties broken by the lowest step ID).
- The player then sees a single choice — labeled with the text you configured — that leads to the interception step.
- Once the interception is taken, it is marked as triggered for that player and cannot fire again in the same session.
Once per player
# Configuring an interception
In the step editor, open the Type pill and tick Interception step. The configuration dialog opens. Fill in:
| Field | Role |
|---|---|
| Single-choice text | What the reader clicks to land on the interception. Be evocative ("Something feels wrong...", "A scream pierces the air"). Avoid "Continue". |
| Trigger conditions | At least one. Same types as parent-link conditions: variables, events read, time periods, current player… |
| AND/OR operator | How conditions combine. |
| Audience | All players or a subset. In solo mode leave "all". |
| Priority | If several interceptions match at the same time, the lowest priority wins. Defaults to 0. |
Combine with another type
# Things to keep in mind
- An interception has no parent links. It is reachable only through its own trigger.
- It can have children (by other steps using it as a parent link), so you can route the player back into the main flow after the interception.
- Returning to the original choices of the intercepted step is not handled automatically. If you want that, create a link from the interception's child back to that target.
- Conditions are checked at the player's next choice, not in real time — there is a natural delay between the state change and the trigger.