Quest chains, objectives, and the in-world text players read. Player-facing quest text uses the in-world voice; design notes about a quest stay clearly marked as out-of-world.
Follows the project guide. Don’t invent canon.
Quest chains, objectives, and the in-world text players read. Player-facing quest text uses the in-world voice; design notes about a quest stay clearly marked as out-of-world.
Follows the project guide. Don’t invent canon.