ORIGINAL PLOTVELA WORKED EXAMPLE
Initial Idea
A water dispute becomes playable when the player can investigate, demonstrate a limited supply, and choose an allocation rather than simply carry messages. The quest tests whether saving a harvest justifies shifting a hidden cost onto neighbors.
Character and Goal
Orchard keeper Enna asks the player to restore water to the orchard’s marked inlet before the evening allocation bell. Village steward Daro must preserve a sealed drinking-water reserve. Enna wants to save young trees, while Daro wants households to trust the public measure. Neither asks the player to defeat the other.
The player’s visible objective is: restore a permitted flow to the orchard inlet and settle how the remaining water is allocated. This is a design specification for a fictional game, not a claim about real irrigation.
Central Conflict
The header tank contains twelve marked units. Four are a sealed household reserve and cannot be allocated. Of the eight usable units, the village garden expects four and the orchard needs six for its full harvest treatment. Full service to both is impossible. A clogged shared screen also prevents any flow, so defeating the blockage alone cannot settle the dispute.
Development Process
- Give the player a shared physical obstacle to inspect and repair.
- Make the shortage legible with twelve tank marks, a four-unit seal, and two posted requests.
- Offer a learned alternative: mulching reduces the orchard’s immediate need from six to four. Preparing it takes an extra task, not a secret extra water source.
- Let the player obtain consent to an allocation, or choose a costly, visible unilateral release.
- Evaluate both delivery and agreement at the bell. Keep failed and partial settlements playable afterward.
Finished Creative Example
Quest entry: The Orchard Pact
At the orchard gate, Enna holds a dry branch over the inlet gauge. “Six marks before the bell. Less than that, and I lose the new row.” Daro arrives with the village measure. “Four marks for the garden. Four below the red seal stay for drinking. You can check the tank yourself.”
The player accepts by asking to inspect the shared screen. Declining leaves both characters at the gate; no reward or irreversible world change occurs. Acceptance starts the evening allocation sequence, not a hidden real-time countdown.
Playable sequence and core interactions
- Inspect the inlet. Read Enna’s six-unit request, Daro’s four-unit garden request, and the tank marks. The journal records twelve total, four reserved, eight available. Inspection is available before any valve can be committed.
- Clear the screen. Close the maintenance latch, remove the wedged branch, and reopen the latch. The control prompts enforce that order. No combat or special consumable is needed; a pry bar is available at the screen and remains there if the player has no tool.
- Test delivery. Use a return loop for one test pulse. The same unit returns to the header tank before the loop closes, so the test does not create or consume an allocation unit. A stuck orchard inlet must be aligned before the pulse reaches its mark.
- Find a reduced-demand option. Inspect the demonstration bed beside the orchard store, then ask Enna about its leaf cover. She confirms that covering the young row permits a four-unit treatment today, though fruit must be thinned tomorrow. The player can fetch the store cart, spread its existing mulch on three marked beds, and ask Enna to inspect them. These are visible work steps, not a repeated item-drop grind.
- Choose and witness an allocation. Set each outlet to the agreed amount, ask the affected characters to witness, and pull the release. The release locks the delivered amounts, inspected treatment, and signatures used to classify this allocation. Later work or dialogue cannot retroactively turn an unauthorized release into a pact.
- Close at the bell. The player chooses “Finish this allocation” after exploring and negotiating. The bell advances only at this commitment or when the player explicitly abandons the accepted quest. A warning names the irreversible delivery and settlement effects.
Choices with distinct costs
The release panel offers only hold (zero/zero), four/four, or six/two. Four/four requires both approvals; committing it without inspected mulch triggers the insufficient-treatment warning and can still end badly. Six/two is available only before the mulch treatment is inspected; its consent status distinguishes negotiated from unilateral release. Partial valve settings are not a hidden additional branch.
- Work for a full pact: mulch the three beds, demonstrate the repaired inlet, and obtain both signatures for four units to each growing area. The drinking reserve stays sealed. Enna accepts lower fruit yield and tomorrow’s thinning work; Daro accepts a joint inspection next allocation.
- Negotiate emergency priority: without mulching, ask Daro to accept six units to the orchard and two to the garden. He agrees only if the player and Enna accept a public obligation to supply two units from the orchard’s next lawful allocation. This is a future obligation, not two extra units available now.
- Choose a unilateral release: after repairing delivery, send six to the orchard and two to the garden without Daro’s agreement. The trees receive treatment, but the village records an unauthorized allocation. The player can acknowledge that action later; it does not retroactively become consent.
- Protect the reserve and stop: leave the usable water in the tank and report that no settlement was reached. The households keep drinking water, but the young orchard row fails at the end of the allocation.
Success conditions
Full success: the screen is clear, the inlet test succeeded, Enna inspected all three mulched beds, the orchard received four units, the garden received four, the four-unit reserve remains sealed, and both parties signed the four/four agreement before release.
Dialogue assent alone is insufficient. The game checks delivered amounts and inspected work, then records the pact once. Unused water remains in the header tank; no branch duplicates it.
Partial success and failure outcomes
- Negotiated partial success: six/two delivery with both signatures and the future obligation recorded. The orchard survives, the garden loses part of its crop, and a follow-up conversation explains the cost. The obligation reduces the orchard’s next lawful share; the player cannot pay it repeatedly for rewards.
- Unilateral partial success: six/two delivery without both signatures. The orchard survives; the garden loses crop and public trust falls. Repair work is acknowledged, but the pact reward is unavailable.
- Insufficient orchard delivery: four units without inspected mulch do not count as treatment. The player receives a warning before release; if they commit, the young row fails. Garden water already delivered stays delivered.
- Technical failure or abandonment: closing with a blocked screen or without an inlet test fails the restoration objective. The player may leave safely and resume before closure. Explicit abandonment advances the bell, retains any actual delivery, and resolves the crops from those amounts.
Rewards and lasting consequences
Full success opens Enna’s repair shed and its nonexclusive tool-borrowing interaction, grants one produce voucher, and enables joint water inspections in later visits. Negotiated partial success grants shed access for the repair work but no voucher; a posted obligation stays visible until the next lawful allocation resolves it. Unilateral partial success grants no shed access or voucher, and Daro checks future water permissions personally. Failure leaves a damaged young row and a discussion of the unsolved shortage. No branch removes access to the main story.
Example completion dialogue for full success: Enna says, “Four marks, and work I can do tomorrow. That is a smaller harvest, not a promise of a bigger tank.” Daro signs beneath her: “Next time we measure together.”
Implementation handoff for a game team
Track acceptance, screen repair, inlet test, inspected beds, delivered orchard and garden amounts, both signatures, the chosen obligation, and whether the one-time reward was claimed. Show the tank balance and current agreement in the journal. Offer a save before the release confirmation. Save the committed allocation and reward-claim status together; loading a post-release save restores both, rather than awarding the reward again. This is a complete paper quest design; PLOTVELA does not run a game simulation here.
The reserve valve is physically sealed and unavailable in this quest. If a later game lets players break it, that needs a separately designed theft/failure branch; do not silently subtract drinking water to make the current numbers work. After closure, repair inspection remains possible as ordinary world interaction but cannot reopen this quest’s rewards.
Why the Example Works
The physical repair produces a shared benefit but does not magically settle scarcity. The tank arithmetic makes the dispute inspectable: eight usable units cannot meet requests totaling ten. Mulch changes demand through visible labor and a stated crop cost, rather than adding a hidden reservoir.
The full pact is earned through repair, testing, work, consent, and delivery. The six/two route remains meaningful without pretending that the garden received its full share. The unilateral branch separates a practical result from a legitimate agreement.
Logic and Consistency Review
- Full pact arithmetic: four orchard + four garden + four sealed reserve = twelve. Priority arithmetic: six + two + four = twelve.
- The test pulse is recovered through a closed return loop before allocation; it is not counted as both delivered and available water.
- Four units meet the orchard treatment only after all three mulched beds are inspected. The demand reduction does not appear after a failed release.
- The bell is a player-committed phase change, not a concealed real-time timer. Leaving and returning before closure is safe; explicit abandonment has a disclosed consequence.
- The future two-unit obligation is taken from a later lawful share, never from today’s protected reserve.
- The reward can be claimed once. Reloading, reexamining a receipt, or reopening a character conversation cannot reset the committed allocation.
- No blocked screen can be solved by having the player carry an unavailable tool: the pry bar is provided at the repair point.
Alternative Directions
In a low-magic game, a water charm could measure delivered amounts, but it must not generate water or replace consent. In a game about infrastructure rather than negotiation, expand the return-loop test into a routing puzzle while keeping the same fixed supply. For a harder social version, make future inspections the contested issue instead of adding a villain who secretly owns a reservoir.
Playtest exercise: give the specification to a reader who knows none of the intended answers. Ask them to describe each reachable ending and calculate the water left after a six/two release. Any answer requiring a designer’s unwritten explanation identifies a handoff gap.
Related Writing Tool
Try Game Quest Idea Generator for a different local need, action, choice, and reward, then follow Side Quest Ideas for Games. These exact quantities, interactions, and branches were authored for the worked example. The browser tool proposes a quest direction; it does not implement or automatically playtest this design.
Further reading
All linked guides and examples contain complete editorial content.