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Setup Docs

The Full Step Library — Choosing the Right Step for the Moment

Steps are the moment-to-moment content inside a Milestone: the thing a player is actually looking at. A Milestone can chain as many as you like, in order, and each one can carry its own reward on top of whatever the Milestone pays out.

There are 28 Step types, and the builder's Step Type menu groups them into six groups by what they ask of the player. That grouping is the useful way to think about pacing, so it's how this page is organised.

What Every Step Has

Whatever type you pick, each Step shares the same frame:

Every Milestone Ends on a Win or a Fail

You never have to author an ending. The last step's Continue button takes the player to a win screen, and Finish there completes the Milestone. A player who runs out of attempts lands on a fail screen, and its button clears their answers for that Milestone so they start it again from the top; rewards they've already earned stay theirs. The two screens use the Milestone's Success Message and Failure Message, or standard wording if those are blank. The Win Screen and Fail Screen step types (under Special) replace them when you want something custom.

Attempt Limits

Maximum attempts sits with the Mistake Message. Leave it at 0 for unlimited tries. Any other number, and running out fails the whole Milestone: the player is sent to its fail screen and starts over. The limit is enforced by the server, so once it's spent even a correct answer is refused.

For now, set it only on Keyphrase and Require Backpack Item. Those two show the player an "attempts left" counter and hand them to the fail screen when they run out.

Deliver — Auto-Complete on View

Content the player receives. Nothing to get right; they read, watch, or listen and continue.

Validate — The Player Must Answer Correctly

The Next button stays locked until they get it right. Each of these can carry a Mistake Message for wrong attempts.

Collect — The Player Submits, With No Right or Wrong

You're gathering something, not grading it. Use these for reflection, feedback, evidence, and opinion.

Profile — Weighted Toward a Trait

This group appears in the Step Type menu once the adventure has a published profile (built under Manage Content, Profiles). All three ask which Profile the step belongs to, so one Milestone can carry questions for more than one, mixed in with story steps. Players never see the weights. See Profile Tests.

Flow — Routing & Branching

Special

Pacing: The Only Rule That Matters

Alternate the groups. Deliver something, then ask for something. A run of Deliver steps reads like a slide deck; a run of Validate steps reads like an exam. The Milestones players remember alternate every two or three Steps.

Per-Step Rewards

Any Step can hand out its own XP, BLOO, EP, item, or achievement, independent of the Milestone's overall reward. Use small per-Step rewards to keep a long Milestone feeling alive along the way, and save the bigger payout for completion.

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