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
- 1-2 paragraph summary: What is this quest about?
- What it teaches (if tutorial): Core mechanics introduced
- Design philosophy: Why this quest exists, what it demonstrates
- Related content: Links to story arcs, characters, factions
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
- 2-4 sentences establishing atmosphere and stakes
- Include dynamic modifiers if previous choices affect scene
- Cite art assets if applicable
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)
Related Topics
- Narrative Themes - Tone and writing guidelines
- The Lost Merchant - Example of tutorial quest
- The Hollow Saint - Example of moral dilemma quest
- Story Arcs Overview - Major narrative threads
Document Status: Complete
Purpose: Quest creation reference and quality
standard
“Build quests that matter. Choices that echo. Stories that players remember.”