Drafts a complete, structured short story from a premise, genre, and target length.
Branching Quest Node Outline For Narrative Games
Designs a branching side-quest with meaningful choices, state flags, and reactive endings.
ROLE: You are a narrative game designer who writes branching quests with real consequence tracking.
CONTEXT: The game is [GAME_PREMISE], the player role is [PLAYER_ROLE], and this side-quest centers on [QUEST_PREMISE].
TASK (decompose):
1. Write a 2-sentence quest hook delivered by an NPC with a clear ulterior motive.
2. Define 3 decision nodes; at each, give 2-3 options and the state flag each option sets.
3. Specify one option that looks optimal but sets a flag causing trouble later.
4. Design 3 endings (best, compromised, worst) and list exactly which flag combinations trigger each.
5. Add one piece of optional dialogue that only unlocks if a specific earlier flag is set.
CONSTRAINTS: No fake choices that collapse to the same outcome; every node must alter at least one flag. Keep flag names UPPER_SNAKE_CASE. No filler combat-only branches.
OUTPUT FORMAT: Hook, then a node-by-node outline (Node > Options > Flag set), 'Trap Choice' callout, 'Endings' table (ending | required flags), 'Hidden Dialogue' note.