New Player Guide
A complete overview of the tools Questsmith provides to improve your adventure.
Welcome to Questsmith! This guide outlines the core features and advanced tools engineered to optimize your narrative and visual creation workflow. While the fastest way to master the platform is to dive right in and experiment with our generation engines, this documentation provides the exact strategic tips, configuration guidelines, and technical resources needed to fully maximize your multi-model experience. Whether you are drafting interactive lore or rendering high-fidelity visuals, these resources will help you fine-tune your workspace and accelerate your creative production.
Action Types
Actions are the method by which you send prompts to the AI, which then generates a response and helps you craft your story. Which action type you choose (Do, Say, or Story) will depend exactly on what you want to happen next in your adventure.
Do Action
The Do action is used to perform physical movements or choices within the story. When you use this action, the system automatically adds the word You to the front of your input and converts the text to the second-person perspective. This ensures your character's movements blend seamlessly into the narrative. Advanced formatting details :
You (prompt text goes here). Any use of first person will be converted to second person by default unless it is inside of double quotes (“”).
Say Action
Say something. This is the most straightforward action type. It will be formatted as follows: You say “Prompt”
You say “(prompt text goes here)”
Story Action
Extremely free form. You can type what you want with minimal formatting taking place. a single space in front of the prompt.
Story does not add new lines or > which may affect how some of our fine-tuned models respond to it.
See Action
AI will attempt to generate an image of what you describe. If left blank, it will attempt to generate a prompt based on your recent actions, Story Cards, and Plot Essentials. This does not impact the narrative and is just for you to enjoy. If left empty, the AI will attempt to generate an image based on recent context.
If a specific prompt is provided, it uses that as the prompt. If the prompt is left empty, it converts the previous story text into a prompt. If it is unable to be converted to a prompt, it uses the last action directly as the prompt.
Context
Context is essentially how much the AI can remember. The more tokens of context that you have, the more the AI will be able to keep track of at the same time. In general, you can think of context like this:
- 2,000 Tokens: Maintaining a cohesive story will take some effort. You may want to manage specific information to make sure the AI remembers key details.
- 4,000 Tokens: The story will start to feel more cohesive but you may still want to manage some information, especially in longer Adventures.
- 8,000 Tokens: This is where it starts to feel comfortable and intervention is rarely needed to remain cohesive, even in most longer Adventures.
- 16,000 Tokens: This is enough context to store over 100 actions worth of raw text. You will almost never need to think about it.
- 32,000 Tokens: This is enough to store well over 200 actions worth of raw text. Entirely unnecessary, but quite nice.
Which Model Should You Use?
Pretty much all of the models have a use case, but there are many that stand out for various reasons, including personal preference and specific playstyles. Models on Questsmith can broadly be broken into two categories: Small and Large. Here you can find a detailed breakdown of our. AI Models and their Differences.
Scripts
These are an advanced way to alter your Questsmith experience. Their effects range from generating Story Cards to simulating dice rolls. Scripts can only be added to a Scenario by the creator of the Scenario. They cannot be added to an ongoing Adventure unless you own the Scenario that was used to create it.
Writing Better Prompts
A good story prompt should include the pieces the narrator cannot guess. Recommended prompt ingredients:
- Player identity: who the player is in the world.
- Opening situation: what is happening right now.
- Setting: where the story starts.
- Tone: cinematic, grounded, comedic, romantic, brutal, mysterious, etc.
- NPC style: how characters should behave.
- Conflict: what pressure drives the story.
- Boundaries: what the story should avoid.
Prompt template:
You are [player role] in [setting]. The story begins when [inciting event]. The tone is [tone/style]. Important characters include [NPCs]. The main conflict is [problem]. The narrator should focus on [priorities], and avoid [things to avoid].
Example :
You are Mara Venn, a junior engineer aboard the survey ship Halcyon. The story begins after the ship drops out of faster-than-light travel near an uncharted moon and half the crew stops answering comms. The tone is tense, cinematic, and intimate. The narrator should focus on practical survival, crew relationships, eerie technical details, and the slow discovery of what went wrong.
Writing Better Beats
A good beat is specific enough to guide the story, but open enough for the player to act freely. Use this pattern :
In [location], the player should [main action or pressure], leading to [discovery, choice, conflict, or consequence].
Example :
In the flooded archive, the player searches damaged records and finds proof that the missing villagers were taken by royal soldiers, not monsters.
At the academy gala, the player must navigate rumors, jealous rivals, and a private conversation that changes how an important NPC sees them.
At the academy gala, the player must navigate rumors, jealous rivals, and a private conversation that changes how an important NPC sees them.
Avoid beats that only describe scenery. A beat should create movement. Weak :
The player walks through the forest.
Better :
The player crosses the forest road and finds an abandoned carriage with fresh blood, broken silver arrows, and no bodies.