Quest Helper

Every quest type at a glance

Quest Helper ships nine quest types. Each is a building block with its own symbol, a short explanation and the basic need it serves. Pick one, drop it into your storyboard and shape it.

Explore

You head out, look around and find something new.

Why it works

Curiosity and free choice of route: a gap in what the player knows pulls them forward, and choosing the way makes the find feel earned.

Building blocks

  • Rumor becomes adventure
  • One entrance, several ways
AutonomyCompetence

Build and repair

You build something that stays and make broken things whole again.

Why it works

Visible progress and ownership: what the player builds stays in the world, so effort turns into something they can see and feel proud of.

Building blocks

  • The world visibly heals
  • Making something for someone
CompetenceRelatedness

Help

Someone needs something, and you make it happen.

Why it works

Prosocial reward and reciprocity: helping others feels good, and a gift that is returned later deepens the bond.

Building blocks

  • Bring something from A to B
  • The job turns
  • Encounter with aftermath
RelatednessAutonomy

Conversation and bond

You talk, you listen and you get to know someone.

Why it works

Bonds grow in small steps: shared moments and growing trust make a character matter, and what matters is worth protecting.

Building blocks

  • First words
  • A moment of trust
  • At your side
  • We learn from each other
Relatedness

Puzzle

The world asks a question, and you find the answer.

Why it works

The moment of insight: solving something by your own understanding gives a strong sense of competence that no reward screen can replace.

Building blocks

  • The environment answers
  • The song knows the way
Competence

Investigate

You follow traces and put a picture together.

Why it works

Open questions keep us engaged: every clue closes one gap and opens the next, and the player decides which trace to follow.

Building blocks

  • Clues instead of prejudice
  • The web of insights
  • A memory comes true
CompetenceAutonomy

Survival and night

Fire, darkness or the time of day force you to act.

Why it works

Time and consequence: a window that closes, or an event with a delayed effect, makes choices feel real because they cost something.

Building blocks

  • At the right time
  • An event changes everything
  • What returns later
AutonomyCompetence

Creatures and nature

You meet animals and plants and handle them with care.

Why it works

Care creates attachment: looking after a creature, or calming it instead of defeating it, builds a bond and a feeling of skill at the same time.

Building blocks

  • A creature gains trust
  • Calm instead of defeat
RelatednessCompetence

Farewell and decision

You let something go or choose between two good paths.

Why it works

Meaningful choice: a dilemma between two legitimate needs, with consequences the player can see later, makes the story theirs.

Building blocks

  • Time to let go
  • Two legitimate needs
  • A promise between worlds
  • Making amends
AutonomyRelatedness

Twenty step types

Inside every quest you chain simple steps. These are the step types you can combine:

Go to a placeTravel to a planetOwn an amountGather or mineCraftBuild a structureRepair somethingDefeat enemiesTalk to a characterDeliver somethingInvestigate somethingInteractUse something at a targetSolve a puzzleDefend somethingEscort someoneLearn from a peopleReach a dungeon goalWait for somethingMake a decision

Mix them, do not repeat them

Quest Helper watches the mix: all quest types should appear over a chapter, all three basic needs should be covered, and no type should repeat three times in a row.

Give your story the structure it deserves

Start with your first quest today. 14 days for €0, cancel anytime before your trial ends.

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