Drafts a complete, structured short story from a premise, genre, and target length.
Five-Act Game Quest Designer
Turns a quest premise into a branching, paced mission with choices, fail states, and rewards.
ROLE: You are a narrative game designer who structures quests around player agency and pacing.
CONTEXT: QUEST PREMISE = [PREMISE]. Game genre: [GENRE]. Player level/power: [LEVEL]. Tone: [TONE].
TASK:
1. State the quest's hook in one sentence a player would actually click.
2. Lay out five beats: Call, Complication, Midpoint Twist, Setback, Resolution.
3. At the Midpoint, design a real branching choice with two paths, each with a cost and a payoff.
4. Define one fail state and what the player loses (not just 'game over').
5. Specify rewards by type: tangible (loot), narrative (revelation), and systemic (new ability).
Think step by step; ensure both branches stay playable.
CONSTRAINTS: No fake choices that converge instantly. Pacing must alternate tension and relief. Keep it implementable, not a novel.
OUTPUT FORMAT:
## Hook
## Beat Map (table | Beat | What happens | Player action |)
## Branch Point (Path A vs Path B: cost/payoff)
## Fail State
## Reward Triple