Fine tuning: page 11 of 16
Quests, items and rewards
Where this works
- Works todayObjectives, steps, decisions, honour and rewards on the Story, Rules and Lore pages under Advanced editing in WolfStorm.
- Next WolfViewer releaseThe same in WolfViewer.
- On across Wolf Territories (each region at its next restart)The objective line, Journal entries, story cards and rewards reach players on any region that has had its next restart.
Most of this the helper does for you when you say what happens at a box. This page is for doing it by hand on the expert pages, which use two words of their own: a trigger is a way on from one box to the next, and a flag is something the story remembers.
Objectives and the map marker
Each box has an Objective (up to 240 characters) and a Map marker, a spot to point at. Players see the objective at the bottom right of the screen with the distance to the marker, and in the Journal under Now, with Show on map and Teleport buttons.
Clues and notes in the Journal
On the Story page, add the step Add a journal entry to a trigger. Pick the kind: a clue, a note, lore or done. Players can filter their Journal by All, Clues, Notes, Lore and Done.
Choices
- Step 1: On the box, add a Decision: the question (Prompt), who chooses (each player for themselves, the leader for the party, or a party vote), how many seconds they have, and up to 6 options.
- Step 2: Give each option a label of up to 24 characters and the steps it does, such as Go to a beat or scene (that is: go to a box).
- Step 3: Show it with the step Show a narration card, or use the trigger When the party chooses....
Players see a story card with a button for each option. A More time button adds 60 seconds. If they close the card, it waits in the Journal under Waiting for your choice.
What the story remembers
A flag is something the story remembers, such as deputised: yes or clues: 2. First add it on the Rules page, on its Flags and reputation tab: give it a name, say whether it is yes-or-no, a number or text, and whether it belongs to one player, the party or the whole world. Then use Set a flag and Add to a counter (number flags only) in a trigger’s steps, and Only if to check one. Honour must be switched on on the same tab before a step can change it.
Honour and reputation
With Change honour by the story raises or lowers a player’s honour, with a reason they see, such as Honour +5 · Took the badge. Honour has bands with names, such as Outlaw, Drifter and Upstanding, shown as a bar on the Stats page. Change reputation does the same for a group (the townsfolk) or one character, whose opinion runs from Hostile through Wary, Neutral and Friendly to Trusted.
Rewards
Rewards are made on the Lore page, on its Rewards tab, and handed out with the step Give a reward. Each player gets a reward once.
| Kind of reward | What it needs |
|---|---|
| Game money, game items, experience points | A wolfGame game linked to the adventure: on the Rules page, under Rewards and the wolfGame game, leave Game blank for the region’s own game, or press Link my game to this adventure if you own the game. Players collect these with Game Mode on; without it, the reward waits for them and they are told to switch Game Mode on to collect it. |
| Real inventory items (objects, clothes) | A chest bound to the game: in WolfViewer, the Places page’s Chests tab copies a ready-made chest script for you (see Places and ways on). Next WolfViewer release On across Wolf Territories (each region at its next restart) |
To learn about games, stats and Game Mode, see Wolf Roleplay and Game Mode.
Handouts and endings
- Handouts: pictures, letters and maps, made on the Lore page’s Handouts tab and given with Give a handout. They stay in the player’s Journal.
- Endings: listed on the Outline page under The adventure, and shown as END boxes on Your story map. Reach one with Leads to... on a box, or the step End the story with an ending.