A Milestone is the unit of design in BLUERABBIT: the thing you're actually placing on the Journey Map. Before you touch a single Step, decide what you're building and what it takes to unlock and complete it.
Examples in this guide are drawn from a single running example. See Meet "Launch Week" for the adventure referenced throughout.
First Decision: Give Knowledge, or Test It
There are two things you can put on the map, and the choice is that simple:
- Milestone — you're providing knowledge. Content, exercises, submissions, media, hands-on activities. You build it out of Steps, and there are 28 Step types to pick from, so a Milestone can be almost anything.
- Challenge — you're testing knowledge. A question bank, a subset shown per attempt, a pass threshold, and a limited number of retries. See Challenges — Concept.
If you're not sure, ask whether a player could plausibly fail. If yes, it's a Challenge. If they just need to go through it, it's a Milestone.
The Basics
The builder's Basic tab holds the Milestone's Name, Color, Icon and Main Image (required), which is the badge that represents it on the map. It also holds Autoload?.
Autoload: "Do This First"
Set Autoload? to Yes and a player who opens the adventure is taken straight into this Milestone instead of landing on the map. Use it for an onboarding briefing, a debrief that has come due, or the follow-up an encounter set up. The priority is fixed:
- An encounter the player is in the middle of always comes first.
- A freshly dealt hand of encounter cards comes next, so the draw isn't lost.
- Only then does an autoload Milestone take over.
Autoload never traps anyone. A Milestone the player can't play yet (level too low, requirements unmet, outside its dates) is skipped, and once they finish it, it stops firing. Game Masters and admins are never redirected. If several autoload Milestones are open to a player, the first one in journey order wins.
Mechanics
- Tabi — the chapter it belongs to. See The Tabi Editor.
- Level — the minimum player level to open it.
- XP, BLOO and EP — what it pays on completion. The EP field only appears when the adventure's Energy Points feature is on.
- Start Date and Deadline — date-gate it on either end, in the adventure's own time zone. Before the start date it isn't open yet; after the deadline it has expired. The Hide milestones option in Adventure Settings decides whether players still see it outside that window.
- Optional — "Doesn't count toward Tabi unlock". A side activity that never holds up its chapter and doesn't count toward a player's journey progress.
- Validate — "Require validation before awarding". Adds Validate and Invalidate buttons for each submission on the Milestone's Review page. See Grading & AI-Assisted Feedback.
Setting the Unlock Requirements
Everything that gates a Milestone beyond its level and dates lives in one place: the Conditions drawer on the Advanced tab. It slides in from the right and holds:
- Requires these milestones completed
- Requires these achievements
- Requires this key item — the player must be carrying it
- Threshold conditions — numbers such as level, XP or journey completion %. These are the same conditions achievements and Tabi scenes use. Leave a box blank to skip it.
The drawer saves on its own with Save Conditions, and it stays disabled until the Milestone has been saved once. A player has to meet everything you set; an empty drawer means "available from day one", so nothing is locked unless you lock it. See Conditions — When Things Unlock for how thresholds work across the app.
Rewards: XP, BLOO, and Beyond
XP, BLOO and EP are set on the Mechanics tab. The Advanced tab adds three more, each optional:
- Item Reward — opens a drawer of item cards. Pick one to hand it over on completion, or click it again to clear.
- Achievement Reward — the same, for an achievement.
- Skill Reward (Garden) — adds one Bloom (one level) in the chosen Skill on completion, which feeds the player's Garden. It needs a Skill catalogue first; see Setting Up Your Skills Catalog.
The two reward drawers are saved when you press Update Milestone. Individual Steps can pay out on their own too. Keep the XP curve roughly consistent across Milestones of similar effort, or levelling will feel arbitrary to players comparing notes.
Content: What Players Read
- Short Description — the preview players read when they click the Milestone on the map.
- Instructions — the play page doesn't show this field. The A.I. check on Open Text steps reads it as background, so it's a good place to say what the Milestone is about.
- Success Message — the text of the win screen, and what the player finds on their Secrets & Clues page once they've finished. On a Milestone with no steps, it's also what the page shows above the answer box.
- Failure Message — the text of the fail screen a player sees when they run out of attempts.
Leave either message blank and standard wording is used.
Paths
If your Adventure uses paths or ranks, the builder's bottom bar has a path menu. A Milestone can be left on All paths or restricted to a single one, so players on the Engineering track never see the Sales content. See Branching & Prerequisites.
Grading and When Rewards Land
Grading is set once per adventure, not per Milestone. It lives in the Resource Mechanics panel on the General tab of Adventure Settings:
- Grade scale type — None, Percentage, or GPA (letters).
- Assign Resources — Before Grading (rewards land when the player completes the Milestone) or After Grading (they land once a Game Master grades it, and the BLOO is scaled by the grade, so 25 BLOO at 60% pays 15). After Grading needs a grade scale; the settings won't save without one.
After Grading applies to Challenges too. A passed Challenge pays its XP and EP, and its BLOO is scaled by the score of the attempt that passed. Challenges also add their own layer on top (questions per attempt, answers to win, a time limit, attempt caps and costs); see Challenges — Concept.
Status, and What Counts Toward a Chapter
The status menu in the builder's bottom bar offers four options:
- Publish — live on the Journey.
- Draft — for while you're building. It isn't on the Journey and doesn't count toward anything.
- Locked — visible on the map, but players can't open it. Use it when you've paused something: a speaker who didn't turn up, questions being rewritten.
- Trash — removed. Restore it from Manage Content's Journey tab.
Locked Milestones still count toward their Tabi's completion and toward every player's journey progress. So does Hidden content, which the Manage Content dashboard counts alongside Locked. A locked Milestone is work you've paused, not work you've removed, so a chapter holding one stays open until the Milestone is either finished or moved to Draft. Only drafts, trashed Milestones and anything marked Optional are left out of the count.
Reuse
Duplicate in the bottom bar copies a Milestone with all of its Steps (or a Challenge with all of its questions) into the same adventure or a different one, so a well-built Milestone becomes a template you reuse rather than rebuild.
Where to go next: How to Build a Milestone, Step by Step — the actual authoring flow, start to finish.
Related
- Conditions — When Things Unlock
- The Full Step Library
- Random Encounters — the other thing that can pull a player into a Milestone
- Complete Adventure Settings Reference