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Adventure Creation Quickstart Guide

Note: this guide is a basic tutorial to get you started, and does not cover all available features

Welcome to the Adventure creation quickstart guide! If you're hoping to get your feet wet learning how to create an Adventure, you've come to the right place. Following the 10 steps below, you'll have a simple Adventure up and running in no time!

While we aren't going to cover any particularly advanced mechanics in this guide, we'll cover more than enough to get you on your way making Adventures on par with the Quest for the Icy Soul roleplay event.


Step 8: Testing the Adventure

Congratulations on having finished putting an Adventure together! But before we get too excited, it’s time to make sure it actually works the way we think it does.

Towards the bottom of the list of tools in the sidebar, click Test Adventure. You’ll be brought to a special version of your Adventure’s embark page where you can start an instance of your Adventure in Test Mode, which lets you jump right in without the usual embark confirmations:

  • You don’t set your Adventurer stats — instead, all stats are initialized to 10
  • If you’re bringing companions, you select the pets directly instead of the players
  • It does not wait for the other players to confirm, but embarks the Adventure immediately
  • The thread is posted in a special forum where you can only see your own threads
  • The Test Mode Adventure instance tracks the live edited version of your Adventure instead of a published version: changes you make to your Adventure are effective immediately in this thread

This feature helps you find and fix errors in your Adventure before you publish it for others to see. When running through an Adventure in Test Mode, you’re making sure the commands execute the way you think they will, so you don’t need to bother actually posting RP content in your posts. If you run into errors that and need to fix the Adventure state (e.g. set a player’s stats, inventory, health, variables, etc.) you can use the Instance Editor tool, also available in the Tools menu as See / Edit Instances.

Use the Test Adventure feature to embark on this Adventure with one of your pets, and play through it to get a feel for how everything we just did all fits together, and to see your commands and encounters in action.  Did everything work the way you expected it to?

Right now, after executing the hallway command which triggers the encounter with the traps, the end command becomes available. However, after you’ve resolved the encounter, the hallway command is still an option for adventurers to select. This doesn’t make sense: after getting through a trapped hallway to get to the exit, why would the adventurers go back into the trapped hallway instead of leaving?

In the hallway command, we should have checked the “Self-Masking” checkbox so that it would become masked after being executed.


Congratulations! You have now tested your Adventure! When you’re ready, head on over to Step 9: Publishing the Adventure.

To learn more about the tools available in the Adventure System, check out the Tools Section of the Reference Guide.