Less really is more
Why facilitated dilemmas are nothing like self-paced branching simulations… And why that changes everything about how you design them
The most common pushback I get when I show someone a DiBL dilemma for the first time goes something like this:
“This is interesting — but isn’t it basically the same as scenario-based e-learning? Branching simulations have been around for decades.”
It’s a fair question. On the surface, the resemblance is real: a scenario, a choice, a consequence, another choice. The same basic structure.
But the design logic is completely opposite. And if you don’t understand why, you’ll build the wrong thing — and wonder why it doesn’t work.
What self-paced has to do
In a self-paced branching simulation, the system is doing everything.
It is providing the context, because there’s no facilitator to set the scene. It is delivering the feedback, because there’s no room of peers to react. It is creating the emotional tension, because there’s no social dynamic to generate it. It is explaining why the choice mattered, because nobody else will.
This means self-paced scenarios need to be rich. Detailed. Carefully written. The text has to carry the full weight of the experience because there is nothing else. A well-designed branching simulation is essentially an interactive novel — every branch needs enough narrative depth to feel real, enough consequence detail to feel meaningful, and enough explanatory scaffolding to produce learning without a human present.
That is genuinely hard to build well. And it is a completely different craft from what facilitated dilemma design requires.
What facilitated has to do
In a facilitated dilemma session, the room is doing everything.
The facilitator sets the context — verbally, in thirty seconds, better than any text block could. The peers create the tension — when someone you respect chooses differently to you, the emotional stakes arrive for free. The group discussion delivers the feedback — hearing the 40% explain their reasoning is worth more than any consequence screen. The debrief produces the learning — the facilitator asking “what would you do differently on Monday?” consolidates what the scenario only started.
The system’s job is almost the opposite of self-paced. It needs to get out of the way.
This means facilitated dilemmas should have fewer nodes, not more. Less text, not more. Simple image, not complex. Limited animation, not long sequences. Simpler branching, not more elaborate. Not because the subject matter is less complex — but because every word you put on the screen is a word that competes with the conversation, discussion and reflection happening in the room. Every detail you provide is a detail the participants can no longer project themselves into. Every piece of feedback the system delivers is a moment the facilitator loses.
The design constraint is radical: create just enough structure to provoke a genuine choice, then stop.
The engagement source changes completely
In self-paced, the driver is narrative momentum. What happens next? Where does this branch lead? The learner is essentially alone with the scenario, and the scenario has to be compelling enough to hold them.
In facilitated, the driver is social. What did everyone else choose? Why did the room split? What is my colleague about to say in defence of the option I rejected?
That social engine is extraordinarily powerful — and it arrives entirely for free. You don’t have to build it. You don’t have to write it. You just have to leave enough space for it to run.
The facilitator’s art — and the designer’s discipline — is knowing what not to put in. Resist the instinct to explain. Resist the urge to add another branch. Resist the temptation to write the consequence that makes the right answer obvious.
So stop building novels today – when you need sparks! The room will do that work. Your job is to create the conditions.
What this newsletter is about
I started the newsletter “Facilitated” because I wanted somewhere to think out loud about this — openly, without the constraints of a product page or a whitepaper brief.
Not about DiBL specifically, though the platform embodies everything I believe about how learning should be designed. About the deeper question of what it actually takes to change how people think and act. The research, the cases, the specific design decisions that separate a session that moves people from one that merely passes the time.
One hard question per issue. Cases drawn from twenty-five years of practice. The science, in plain language. Twice a month.
If you design learning experiences, facilitate teams through hard decisions, or work with organisational change… This is for you.
If you’ve read this far and found yourself nodding, or arguing back, or thinking of a session you’ve run that went one way or the other — I’d genuinely like to hear from you. Reply to this email. That’s how the best future issues get made.
Simon Egenfeldt-Nielsen is the founder of Serious Games Interactive and behind the DiBL platform. He has been researching and practicing serious games and dilemma-based learning for a decade. Holds a PhD and MA in Psychology, has authored five books including a widely used university textbook, delivered industry keynotes internationally. Has been designing learning experiences at the intersection of games, facilitation, and behaviour change.