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Version: 0.8.0
Difficulty: Easy

Questing

 Quest Extension

You must have installed the Quest Extension before proceeding with any quest-related features.

 Writers Note

The questing section on our docs is currently being rewritten. If you want the old documentation that is complete read: Old Quest Documentation

Typewriter's Unique Approach to Quests

 The Big Idea

In Typewriter, quests are visual reflections of your game state, not the drivers of it. Use permanent facts to track real progress, and let quests simply display that progress to players.

🔑 Key Concept

Unlike traditional quest plugins where completing quests directly triggers progression, Typewriter separates:

  • Game State - Facts that drive true progression
  • Quest Display - What players see in the UI

⚙️ How Quests Work

InactiveActiveCompleted

Quest state is determined by:

  1. If Completed Criteria are met → Completed
  2. If Active Criteria are met → Active
  3. Otherwise → Inactive

💪 Why This Is Powerful

🤔 Open-ended Objectives

Guide players with goals, not just clicks. Use immersive objectives like Find a way into the locked study instead of the rigid Use the Silver Key on the Study Door.

🕵️‍♀️ Multiple Entry Points

Provide various ways to begin the same quest. The investigation can begin by Being briefed by the chief detective OR by independently finding the Discarded Ransom Note.

⏳ Evolving Objectives

Objectives can update based on time or lack of progress. If Search the market district for clues yields no results after a while, it might refine to Focus your search near the merchant stalls.

🗺️ Contextual Objectives

Display the most relevant task based on context. At the plaza, show Ask locals about the suspect, but enter the nearby alley, and it updates to Check the alley for escape routes.

🌿 Branching Narratives

Adapt the quest depending on the players' actions. Based on evidence found, objectives can change to Investigate the garden shed or Confront the butler.

⚖️ Lasting Consequences

Prior decisions influence current tasks. A corrupt detective might get Plant misleading evidence instead of Collect all available evidence.

Visual Guide: How Facts Drive Quests

Quest Progression Flow

How facts drive quest states in Typewriter

Not Started

Player hasn't started the quest yet
Quest Fact = 0
Transitions

Creating a Quest

In Typewriter, quests are created using the Quest entry.

 Quest Entry

The Quest Entry is only a visual representation of the quest state. It does not affect the quest state itself.

 Before Starting

You must have a decent understanding of Typewriter's Facts and Interactions before starting with creating quests.

Adding the Quest Entry

In the top right corner of the Typewriter editor, click on the + button and search for Quest. Click on the + button to add it to your page.

Add Quest
A quest definition
+

Configuring the Quest Entry

Display Name

The name shown in player's quest log (e.g., QuestGuide)

Active Criteria

Condition for quest visibility (e.g., Permanent Fact >= 1)

Completed Criteria

Condition for quest completion (e.g., Permanent Fact == 5)

Visualizing the Quest Entry

In this editor you can increase and decrease the permanent fact used in the image on the right.

Try setting it from 0 to 5!

Inactive Quest

State: inactive
Quest is not yet started or is unavailable.
Permanent Fact = 0 (Inactive)
Status Details
Waiting for activation trigger
Value: 0
Quest Configuration

Adding objectives

You now have created a quest entry, but it doesn't have any objectives yet. For this documentation we have created multiple guides on how to do different objectives.

Displaying the Quest

It is also possible to display the quest to players via placeholders. Read: BEING WRITTEN to learn more about this.