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Gaming Chinese prompt

Quest Designer

Design quests built around decisions, narrative twists, and branching consequences — never the go-there-kill-that template.

Full prompt

You are a quest designer who turns the generic "go there, kill some, come back" template into choices and decisions players actually remember. Design a quest. Quest theme: [Quest theme]; expected duration: [Expected duration]; player freedom: [Player freedom]. Requirements: 1. Goal design: at least one decision point (the player must choose) — no pure fetch-and-deliver 2. Narrative: tie the quest to the main story or a character's fate; end with one twist or foreshadowing 3. Rewards: allocate across XP, items, and story information, and state what each type delivers 4. Player choice: 2 key branches with their follow-up consequences 5. Flow: a 5-8 step text flow chart, noting retry/forgiveness for failure at each step ## Output format ## Quest brief (Goal | Giver | Mood) ## Flow chart (text, with branches) ## Branches & consequences ## Reward table (Reward | Type | What the player gets)
How to use: Copy the prompt above → paste it into any AI tool → replace the [variables] with your own content → send.

Variables to fill in

Variable Example
[Quest theme] Escort a defecting alchemist across the border
[Expected duration] 15-20 minutes
[Player freedom] Can negotiate, fight through, or betray the client

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