Quests

Quests are the engine that drive all narrative and timed events on the station — from long‑form Patron arcs to small incidents like shipment delays or a visiting celebrity. They are structured as staged timelines, but instead of rigid “missions,” they are flexible story controllers that can touch many different parts of the station’s life.

How Quests Work


Scope of a Quest


A quest can be:

What Quests Affect


Quests never “hard‑wire” themselves into other systems — instead:

Example Flow


  1. Quest: Docking Delay Mystery
    Stage 10: “Announcement Made”
  2. The Quest System moves to Stage 10 after necessary conditions are met (time of day, certain Patron visit, rumor overheard)
  3. Stage 10 Script runs:
    • Tells Station Announcements to broadcast a delay notice
    • Updates the Docking Registry with new arrival time
    • Leaves a note in the Story Ledger
    • Adds “Ore Sample” to shop storage as a gift from a prospector, or enables ordering it from suppliers going forward
  4. Station Systems and shop life change naturally as a result — quieter foot traffic, certain customers commenting — without the Quest System directly running them.

For Artists and Narrative


Design Goals



Revision #5
Created 2025-08-14 08:43:43 UTC by Mike
Updated 2025-08-14 09:20:14 UTC by Mike