SkyLands Wiki

Quest Design Template

“Every quest is a choice. Every choice echoes. This is how we build them.”


Overview

This document provides the structural template and design guidelines for creating SkyLands quests. Use this framework to ensure consistency, quality, and adherence to the game’s narrative philosophy.

See Also: Narrative Themes for tone and writing guidelines.


Quest Template Structure

1. Quest Summary Table

Attribute Details
Type Tutorial / Story Arc / Character / Faction / Exploration / etc.
Status Implemented / Planned / Concept
Location Primary location(s)
Stages Number of stages
Difficulty Beginner / Intermediate / Advanced / Expert
Estimated Time Minutes to complete
Replayability Low / Medium / High / Extreme

2. Overview Section

3. Stage-by-Stage Breakdown

For each stage:

Stage Header

## Stage N: [Stage Name]

**Location**: [Specific location]
**Trigger**: [What causes this stage to begin]
**Cost**: [Travel Stamina if applicable]

Scene Description

Choices

For each choice: - Choice ID: Internal reference - Text: What player sees - Skill Check: If applicable (skill, difficulty, cost) - Dynamic Difficulty: Modifiers based on flags/reputation - Success Outcome: Text + Rewards - Failure Outcome: Text + Rewards (if different path)

Rewards Format

**Rewards**:
- XP: {skill: amount}
- Aether-Coin: amount (if applicable)
- Items: [item_ids]
- Reputation: {faction: change}
- Corruption: ±amount
- Flags: {flag_name: value}
- Quest Progress: next_stage_id

Design Principles

1. Every Outcome Progresses Story

Rule: Never dead-end the player.

Good: - Success: Advance to Stage 2 with advantage - Failure: Advance to Stage 2 with disadvantage

Bad: - Success: Advance - Failure: Quest ends, try again

Exception: Stage 1 rejection (player chooses not to engage) is acceptable.

2. Failure is Interesting

Rule: Failed skill checks should provide narrative value, not just punishment.

Example - Good: > Failure (Sneak): “Your foot catches a stone. CRACK. The bandits spin, weapons drawn. So much for stealth—but you notice one is injured. Exploit that.” [+1 XP, combat difficulty -5, different tactical info]

Example - Bad: > Failure (Sneak): “You fail. The bandits hear you. Combat begins.” [No XP, pure punishment]

3. Multiple Valid Approaches

Rule: Provide 2-4 different skill paths to same goal.

Standard Pattern: - STR: Direct, forceful, risky - CUN: Subtle, clever, complex - PIE: Faith-based, divine, moral - END: Patient, enduring, safe but slow

Avoid: Single-solution puzzles

4. Dynamic Difficulty

Rule: Previous choices should affect future difficulty.

Implementation:

"difficulty_modifiers": [
  {"condition": {"flag": "stealth_approach"}, "modifier": -10},
  {"condition": {"flag": "loud_entrance"}, "modifier": +5},
  {"condition": {"reputation": {"clergy": ">50"}}, "modifier": -5}
]

Why: Rewards attentive play, creates emergent complexity

5. Reputation Cascades

Rule: Every choice affects at least one faction.

Minimum: Primary faction impacted Better: Multiple factions with nuanced reactions Best: Unexpected secondary consequences

Example: - Help refugees → +Outland Clans (obvious) - But also → -Sky-Guild (economic burden) - And → +Clergy (compassion valued) - And → -Ironhold (sees Eos as weak)

6. No “Wrong” Choices

Rule: All mechanically valid outcomes must be narratively valid.

Good Design: - Compassionate path: Higher reputation, lower coin - Ruthless path: Higher coin, lower reputation - Both: Valid, different stories

Bad Design: - Compassionate path: All rewards - Ruthless path: Punishment disguised as choice

7. Hidden Options

Rule: Reward careful earlier play with additional choices.

Implementation:

"requirements": {
  "flag": "gained_trust",
  "skill": {"cunning": 40}
}

Examples: - Stealth approach unlocks non-combat resolution - High reputation grants diplomatic options - Corruption unlocks dark paths


Skill Check Guidelines

Difficulty Scaling

Difficulty Description Expected Success Rate
10-15 Trivial 90%+ (early game)
20-25 Easy 70-80%
30-35 Moderate 50-60%
40-45 Hard 30-40%
50-55 Very Hard 20-30%
60+ Extreme 10-20% (late game specialists)

Stamina Costs

Action Type Stamina Cost Guidelines
Simple action 1-3 Conversation, observation
Standard action 5-8 Travel, investigation, crafting
Intense action 10-15 Combat, chase, heavy exertion
Epic action 20+ Multi-day journeys, boss fights

XP Rewards

Result XP Reasoning
Success (easy) +1-2 Small challenge overcome
Success (moderate) +3-4 Significant achievement
Success (hard) +5-6 Major accomplishment
Failure +1 Learn from mistakes
Critical path advancement +2-3 bonus Story progression

Reputation Guidelines

Change Magnitudes

Impact Reputation Change When to Use
Minor ±5 Small favor/slight
Moderate ±10 Significant help/harm
Major ±15-20 Heroic deed/betrayal
Extreme ±25+ Faction-defining action

Cross-Faction Effects

Rule: Consider ripple effects.

Example: - Action: Kill Rot-Touched priest - Direct: -20 Rot-Touched (obvious) - Ripple 1: +15 Clergy (grateful) - Ripple 2: +5 Ironhold (anti-Rot stance) - Ripple 3: -5 Archivists (lost research subject)


Writing Guidelines

Scene Descriptions

Length: 2-4 sentences Elements: Atmosphere, stakes, sensory details Tone: Match narrative themes (dark fantasy, not grimdark)

Good Example: > The rope bridge sways over the void. Thirty meters long, frayed in places. You hear screaming—human? Rot-Beast? Hard to tell. Halfway across, something moves in the shadows beneath.

Bad Example: > You see a bridge. It’s dangerous. Cross it?

Choice Text

Length: 3-8 words + skill check info Format: [Action (SKILL difficulty)] or [Action] if no check Tone: Player voice (second person, active)

Good Examples: - [Cross Quickly (END 30)] - [Examine First (Cunning)] - [Pray for Protection (Piety)] - [Go Around] (no check, but cost stated in description)

Outcome Text

Length: 2-3 sentences Elements: Immediate consequence, emotional beat, hook to next Variation: Success vs. Failure should feel meaningfully different

Success Pattern: 1. Action result (you succeed) 2. Immediate consequence (what changes) 3. Next step (progression)

Failure Pattern: 1. What went wrong (specific) 2. Consequence (interesting, not just punitive) 3. Next step (still progresses)


Branching Complexity

Linear Quest

Stage 1 → Stage 2 → Stage 3 → Complete

Use for: Simple side quests, deliveries

Binary Branch

Stage 1 → Stage 2A or Stage 2B → Stage 3 (rejoins) → Complete

Use for: Moral choice quests, faction selections

Multi-Path

Stage 1 → Stage 2 (4 choices) → Stage 3 (dynamic) → Complete (3 endings)

Use for: Major quests, character-defining moments

Web Structure

Multiple entry points → Interconnected stages → Multiple endings

Use for: Story arcs, complex investigations


Testing Checklist

Before finalizing quest:

Narrative: - [ ] Every choice has clear consequence - [ ] Tone consistent with narrative themes - [ ] No contradictions with established lore - [ ] Character voices accurate

Mechanical: - [ ] All skill checks have appropriate difficulty - [ ] Stamina/HP costs balanced - [ ] Reputation changes make sense - [ ] Rewards proportional to challenge

Technical: - [ ] All flags properly set/checked - [ ] Stage progression works - [ ] No softlocks possible - [ ] Dynamic difficulty modifiers function

Player Experience: - [ ] Quest discoverable (not hidden without clues) - [ ] Objectives clear - [ ] Failure paths interesting - [ ] Replayability value


Example Quest Skeleton

# Quest: [Name]

*"[Evocative tagline]"*

## Quest Summary
[Table with Type, Status, Location, etc.]

## Overview
[2 paragraphs: What is it? Why does it matter?]

## Stage 1: [Name]
**Location**: [Where]
**Trigger**: [How it starts]

**Scene**: [Description]

### Choice A: [Name (SKILL difficulty)]
**Success**: [Outcome + Rewards]
**Failure**: [Outcome + Rewards]

### Choice B: [Name]
[No check outcome + Rewards]

## Stage 2: [Name]
[Repeat structure]

## Resolution Paths
[Table summarizing major outcomes]

## Design Analysis
[What works, replayability factors, themes]

## Related Topics
[Links to characters, locations, arcs]

Common Pitfalls to Avoid

1. Trap Choices

Bad: Choice that seems valid but punishes without warning Fix: All choices should be defensible

2. Illusory Choice

Bad: Multiple options that lead to identical outcome Fix: Ensure branching has meaningful difference

3. Grinding Gates

Bad: Require repeated actions to progress Fix: Single attempt per approach, failure still progresses

4. Exposition Dumps

Bad: Wall of text explaining lore Fix: Integrate information through action and dialogue

5. Single-Solution Puzzles

Bad: Only one correct answer Fix: Multiple valid approaches using different skills

6. Unclear Objectives

Bad: Player doesn’t know what to do next Fix: Clear guidance without hand-holding

7. Tonal Whiplash

Bad: Dark quest suddenly becomes comedy Fix: Maintain consistent tone (humor allowed, but earned)



Document Status: Complete
Purpose: Quest creation reference and quality standard

“Build quests that matter. Choices that echo. Stories that players remember.”