Choose a plot for your quest

Each quest you create must have a plot behind. The plot is a short description of the quest in which you describe what the player(s) is going to do while playing. You can use a quest plot from Questo or you can just create an original one.


Questo plots you can use


The haunted

haunted rome tour

Example: "You play the role of a person who never believed in ghosts. Now, you became one. Go around town and try to find how you died. Along your path you’ll encounter other lost souls while visiting the places in town where they still bring horror to the living."

From the quest: The haunted Rome: Cenci's curse


Defend the fortress

sighisoara tour

Example: "It’s the year 1601 and, after being away from home for too long, you are now going back to your hometown.

Shortly after you arrive home, you find out that the city is in danger, as the ruthless Transylvanian ruler, Stefan Bathory is trying to conquer it. Go on an adventure around the old city walls and play the role of a native hero who saves the day."

From the quest: Defend the fortress of Sighisoara, Romania


Expose the spies

expose the spies

Example: "It’s the year 1940 and you are Agent Questo, the country's most capable agent. Today, you will face a new challenge as you received the mission to find and expose a group of spies who found shelter in Rotterdam. Go around the city for collecting new intelligence and complete your assignment."

From the quest: Expose the spies of Rotterdam, The Netherlands


Our plots are free to use, but keep in mind that they are more for guidance and inspiration. Your final version of the quest will be quite different, as it will depend on the location, clues and stories that you have.

If you want to learn more about our plots, please contact us at explore (at)


Create an original plot

When creating a quest, we use a framework called the Hero journey. This is basically the framework used by any successful writer and screenwriter in the world. Therefore, if you go through it, you’ll see that anyone from Tolkien and J.K. Rowling to Steven Spielberg have used elements of this framework in their creations. And now, it’s your turn.

The Hero Journey framework includes the following stages (their order can be modified):


1. Ordinary world (optional)

As a quest-creator, here you set the context in which the player (hero) explores. He can be at home, in his own city or travelling. Usually, the quest starts in a friendly and calm atmosphere. This stage is optional, this means you can start directly with the next stage: the call for adventure. If you do that, you have to create the context in which the player explores along the quest.

Relevant example: think of how the Lord of the Rings started, with Gandalf coming to the Shire and meeting with Frodo. Before the adventure started, they had some fun talking and watching fireworks.

Questo example: in the “Defend your fortress” type of quest, players are at first experiencing the day-to-day life of a soldier in the city. They can be home with family or just working around the city. 

2. Call to adventure (recommended for use)

After setting the context, now comes the call to adventure, which can be either by hearing a rumour, discovering something, receiving a tip or anything you can think of. This is a recommended stage for every quest because this is the stage which gives the player a reason for exploration.

Questo example: again, in the “Defend your fortress” type of quest, here players get a message from an emissary which says that the city will be attacked in a few days. Therefore, you have to go on a mission of saving it. 

3. Refusal of the call (optional)

As the player gets the call for adventure, he can choose to pursue it immediately or not. The decision to add this stage into your plot is yours and will probably depend on the length and type of the quest. 

4. Meeting with the mentor (recommended for use)

At this stage, the player might solve a certain clue which leads him to a mentor figure. He might meet a wizard, a prophet, a wiseman, a teacher etc. The encounter helps the player to gather information, special items or super powers which will help him on his journey.

Questo example: in the quest “Discover the Secret of King Matia”, players get to meet with a man who hands them over a key that will later reveal a treasure.

5. Crossing the threshold (recommended for use)

In this stage, players start the quest mission. To do so, they are exiting the ordinary world and embark on their adventure. This is not necessarily a specific clue, but rather a moment in the experience of the player.

6. Tests, allies and enemies (optional)

This depends on the plot that you use. It’s not a mandatory stage, but it might be useful to your plot and to the experience of the player.

Questo example: in the quest “Defend the 7 towers of Sighisoara”, the player receives the mission to go to the city judge for receiving an order which will free all the prisoners, so that they can fight for protecting the citadel. Therefore, you are making an alliance with the prisoners.

7. Prepare for the big challenge (optional)

In this stage, players can learn various skills that might be useful at the next stage, in which they have to fight a challenge. For example, if the main challenge involves deciphering a code, at this stage you can give them a clue in which they will learn more about codes. At the same time, here they can collect special items or powers.

8. Attempting a big change (recommended for use)

This is the culminating point of the quest. Therefore, here is where the user has to receive the hardest clue of the entire quest. At this stage he has to fight a certain enemy, discover a hidden location etc.

Questo example: in the quest “Expose the spies of Rotterdam” players have to find the secret location of the German spies hiding in the city and expose them.

9. Reward (recommended for use)

After solving the hardest part of the quest, users receive now the long-awaited reward. Now, you can finish the quest here, but we recommend to continue a bit more. To make another Hollywood reference, movies don’t end immediately after saving the princess or finding the treasure. Most of the time there are some extra scenes where the hero/heroes go back home or throw a party.

10. Return to the ordinary

We recommend ending the quest with the player returning back to the ordinary. Therefore, if the player saves the city from the enemy attack, help him imagine what happened afterwards. Example: he went back home and threw a party with his family.