Short answer: Click any event inside the choice option you want to see. Forge acts as if the reader had picked that option: the stage sets itself up the way that branch looks at that moment, the rest of the option plays out, and the jump at the end of the option fires normally. Checking a branch is one click, not a replay from the top of the scene.
Click into the option
In the timeline, a choice shows each of its options with the events inside them. Click any event inside an option and Forge seeds that pick for you - exactly as if the reader had chosen it. The frame you land on reflects everything that option has done up to that event: its dialogue, its sprite changes, its variable writes.
Paused or Live
- Paused - you get a frozen frame of that moment inside the branch, ideal for editing it in place.
- Live - the branch plays on from where you clicked. The rest of the option runs, and the jump that ends the option fires on its own, taking you wherever that branch goes next.
Either way you can hop from option to option just by clicking into each one - there is nothing to rewind.
Your story variables still apply
Forge picks choices for you, not variable values. If events inside a branch depend on your own story variables - say, a line that only shows when affection is high enough - those conditions still evaluate against the current values in your editing session. To see the other side of a variable condition, change what the variable holds (for example by playing the events that set it), not just where you click.
Checking every branch quickly
A practical loop for reviewing a choice: pause playback, click the first event of option one, read it through by clicking down its events, then click into option two, and so on. Every click dresses the stage for that branch, so comparing outcomes is fast. For how conditions and branching are authored in the first place, see the guides below.