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 |