Getting Started
Quests & How to Play
A quest is a BAR with a completion condition. Where a BAR is a seed, a quest is that seed planted in soil with a promise: when this is done, something will have changed.
Completing quests earns vibeulons — the crystallized value that fuels the game economy. Quests are how you practice the Show Up move: doing the work, not just planning it.
Quest Types
Orientation Quest
Your first quest. It walks you through the basics — capturing a charge, choosing your nation and archetype, learning the four moves. You cannot fail an orientation quest; it completes when you do.
Trigger Quest
A quest that activates when a condition in the world is met. Something happens — an event, a deadline, a shift in your emotional channel — and the quest unlocks. You respond by showing up with action.
CYOA / Adventure Quest
A branching-path quest designed by a Game Master. You make choices at each passage, and those choices shape which moves you practice and which emotional channels you traverse. The richest quest type.
I Ching Quest
A divination-based quest. You throw the coins, receive a hexagram, and the system generates a quest from the reading. These quests carry the weight of synchronicity — they often surface what you are avoiding.
Accepting a quest
When a quest appears in your feed or is offered by a Game Master, you choose to accept it. Accepting a quest places it in your active slots. You have limited quest capacity — this is intentional. It forces you to choose what matters right now.
You can equip BARs onto quest slots. BARs played onto quests mint vibeulons on completion — the more signal you attach, the richer the yield.
Completing a quest
A quest is complete when its condition is met. For orientation quests, that means finishing the steps. For trigger quests, it means responding to the trigger with action. For CYOA adventures, it means reaching an ending passage.
On completion, you earn vibeulons proportional to the quest's weight and the BARs you attached. The quest moves from your active slots to your completed history — a record of what you have done, not just what you intended.
Stuckness is not failure. If a quest blocks you, that charge is itself a signal. The Clean Up move exists precisely for this. A player who metabolizes a roadblock has succeeded at something harder than smooth progress.
Subquests
Large quests can be broken into subquests — smaller completion conditions nested inside the parent. Each subquest earns its own vibeulons. This is how the system handles complexity without overwhelm: one brick at a time, each one earning its keep.