How Does Quest Smith Handle Content Boundaries?
Adventure Awaits
Creating Multiple Choice Scenarios in QuestSmith
Multiple Choice is an advanced feature that allows you to build branching menus at the start of your Scenario. Instead of a single starting point, you can offer players a “Choose Your Own Adventure” style entry system that leads to different sub-scenarios, each with its own unique prompt and world logic.
1. How Multiple Choice Logic Works
When a Scenario is set to Multiple Choice, the player is presented with a set of Options. Selecting an option can either start an Adventure immediately or lead to another sub-menu of choices.
- Sub-Scenarios: Each choice is effectively its own independent Scenario. You can have a virtually unlimited number of levels (e.g., Genre → Class → Starting Location).
- The Inheritance Rule: Story Cards and Scripts added at the Base Level (the top parent) are inherited by all sub-choices. However, if you add specific cards or scripts to a sub-choice, they will override the base level for that specific path.
- AI Context: The AI only “sees” the data from the final choice that starts the adventure. It does not see the titles or descriptions of the choices the player skipped.
2. Building Your Menu
To start, go to the Plot Tab and click the gear icon ⚙️ next to Opening: Story. Select Multiple Choice.
- Title: This is what the player clicks on. The title of the last option chosen becomes the title of the resulting Adventure (e.g., Choosing “Fantasy” then “Noble” creates an adventure titled “Noble”).
- Description (Opening: Multiple Choice): This text is for the player only. Use it to provide a preview of the story or explain what that choice entails. The AI does not read this.
- Placeholders vs. Multiple Choice: If you only need simple info (like a name or gender), use Placeholders ${Like this}. Use Multiple Choice for things that drastically change the world, such as different time periods, hostile vs. friendly settings, or entirely different Script setups (e.g., a “Dice Roll” version vs. a “Standard” version).
3. Defining Content Boundaries
As you build complex branching paths, it is vital to define Content Boundaries within your sub-scenarios. This ensures that no matter which path a player chooses, the narrator stays within your intended limits for tone and subject matter.
QuestSmith uses Prompts and Author’s Notes to enforce these boundaries. You can define:
- Tone & Language: (e.g., “Use elegant, archaic English.”)
- Violence/Romance Limits: (e.g., “Keep it PG-13.”)
- Genre Limits: (e.g., “Avoid supernatural elements; keep the mystery grounded in reality.”)
Best Practice for Boundaries: Avoid weak instructions like “Don’t go too far.” Instead, use better boundaries: “Keep the story tense and dark, but avoid graphic violence. Focus on mystery, fear, and emotional pressure instead of gore.”
4. Creative Ways to Use Multiple Choice
The possibilities for branching logic in QuestSmith are endless:
- Variant Settings: Offer the same city in three different states: Golden Age, War-Torn, or Post-Apocalyptic.
- Role Selection: Let the player choose their perspective: The Detective, The Criminal, or The Witness.
- Context Optimization: Create an “Essentials” path for players with limited context space and an “Immersive” path with massive Story Cards for Pro users.
- Tone Selection: Let the player choose the “Vibe” of the adventure—Horror, Comedy, or High Action—each with unique AI Instructions.
Remember: Multiple Choice handles the player's entry path, while Content Boundaries ensure the AI's behavior remains consistent with your vision throughout the chosen adventure.