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Setup Docs

Running the Garden as a GM

Once your skills catalogue exists, the Garden largely runs itself: players endorse, gift, ask for help, answer each other and connect. This page covers the levers you hold.

The Garden and Tasks are each a feature you switch on per adventure, as The Garden and Tasks in the Features list of Adventure Settings. See the settings reference. Everything here is authored by GMs and admins. NPCs can see it but not change it.

Tasks or Missions?

The two mechanics aren't interchangeable, and picking the wrong one is the most common way a Garden goes flat:

Helping themselves is a Task; helping others is a Mission. If you find yourself writing a Mission a player could complete alone, it should have been a Task.

Authoring Tasks

Tasks live on the Tasks tab of Manage Content. Press New Task, or Edit on an existing one, and the form opens in a side drawer.

To put a Task on the Journey map, place a Tasks widget or a single Task hexagon from the Journey Builder. See the Journey Builder palette.

Authoring Missions

Missions live on the Missions tab of Manage Content. Press New Mission, or Edit on an existing one. The form has four parts.

Basics

Title, status (Published or Draft) and instructions. Only published Missions reach players.

Who sees this mission?

Pick one audience, then choose one or more entries within it:

A player who joins the audience later, by joining the guild or earning the achievement, sees the Mission from then on.

How is it completed?

Either The player marks it done (they press Mark done; it's the honour system), or Auto-tracked from real interactions, with a target count and one of these rules:

How the counting works:

There's no rule for reconnecting with someone a player has drifted from. The fading on the canvas does that job.

Reward

Choose a skill and how many Blooms to award (2 by default). With No skill reward the Mission pays nothing, since a Bloom is always a level in some skill. Rewards are claimed: when a player completes a Mission, it appears in their Rewards and the Blooms land when they press Claim.

A practical starting set

One low-target Ask for help Mission to seed the Help Board, one Help someone Mission so those requests get answered, and one Make a connection Mission once the cohort has settled. Endorsement and gift Missions work well for recognition drives; remember a gift Mission draws on each player's limited 20. Missions that ask for more social effort than your cohort's size supports will just sit there uncompleted.

Tasks and Missions in Cohorts

Tasks and Missions belong to each cohort, not to the template. Editing them in one cohort changes only that cohort.

See Adventure Templates & Cohorts.

Awarding Blooms to a Group

From the Missions tab, press Award Blooms directly to open the Award Blooms page:

  1. Choose a Skill and an Amount, and write a Note. Players see the note, for example "Great teamwork in today's workshop".
  2. Choose the audience: Guild(s), Named player(s), or A player-meta field plus the value to match exactly (for example a country field and "Mexico"). See Player Meta.
  3. Press Preview audience to see how many players match.
  4. Press Send and confirm. It can't be undone.

Each matched player gets the award in their Rewards, with your note, and the Blooms land when they claim it. The page lists recent awards: what, to how many players, and who sent them.

Granting Skills Directly

For one player, open their drawer in the Garden. Under GM: Award skill points, pick a skill and an amount and press Grant. Use this for things the system can't see: excellent work in a workshop, leadership during a live event, something that happened off-platform.

A direct grant lands straight away and isn't limited to once a day. It's recorded with you as the giver, so it appears in the player's Skill History like any other Bloom.

Gift Bloom Balances

Every player starts with 20 Blooms to give in each adventure, set up automatically the first time their balance is needed. There's no roster setup step.

In a player's drawer, GM: Reset gift Blooms sets their balance to the number you enter when you press Set balance. It sets the number rather than adding to it. This is the only way gift Blooms are replenished: there's no automatic refill. If you're running a long adventure, plan a periodic top-up, or tell players their 20 are meant to last.

What to Watch

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