I've been working with the space quest system for a few weeks now. My Main quest includes apx. 20 sub-quests (what storybuilders call chapters) that tie into the main quest, including a sub-quest collaboration Ghaelen is building for me. It has been a great experience, and I plan to add link a mini-video tutorial here. The video won't include Rohan's smooth, friendly and peaceful voice attached to it, but it should work in the mean time to clear up some misconceptions. I apologize for not waiting until I could completely test my quest system. It is taking longer than I expected, because the story keeps on growing (thoroughly enjoyable for me). Remember the quest was created as a marketing/tutorial tool, but I am using it to write/show a 12 chapter 700m murder mystery. There are some workarounds I needed to work out, and some wish list items that I think could be quick fixes for already completed scripts. For example: I heard that there was a component fix made so that a player/reader would could pick a male or female reward (not both). I worked out a solution, but its more awkward than I hoped it would be. In another case I worked out a way to quest alternative routes (one red herring and one useful) for players to take, but its awkward-ness could also be easily fixed with a couple of script changes? Then there is the wiki startable suggestion "we make our own," but I am not sure whether Space will actually allow me to do that? Is writing/editing a startable script something that needs approval? A real plus would be a startable quest player only chat return for password returns. At this point the conversation dialogue works well for the author (very nice), but I found no option for the player to return comment without resorting to live chat for an answer? I am pretty sure that most "authors" will not be choosing to write involved quests that are so long. It is a unique situation, but what we can learn from one another will be useful for storytelling. My latest challenge is make RAIN work in conjunction with the animations I've already used. If there is anyone out there using a waypoint system, I would surely appreciate your adding your experiences/thoughts here about your use of waypoints or any other quest workarounds you've discovered. Okay, so my first IMHO suggestion to finish this long-winded post: Don't add more than 2 or 3 cards to your Main Quest. Instead use the Main Quest as your Outline Designer for any number of sub-quests you choose to include and limit those quests to a few cards too. That way you can add in sub-quests as you complete your storybuild/other. It makes me a better storyteller, because I have to think about the logic of the what comes next or prior. If you miss a sub-quest or step, it can be added in later at the point you need it to be inserted. An expected nice feature that isn't always available in some quests I've tried elsewhere. Oh, and there are 2 kinds of objects that need attention in the quest: 1) the NPC Quest Object is the object that "speaks" to the player. The component used is the one that requires an ID that you reserve like you do virtual goods. It is visible to anyone who visits your scene. 2) The Game Object does not require a reservation ID, can be collected without being made a virtual good, is not seen by visitors who do not take part in the quest, and is great fun for storytelling, because you can time its appearance to the sub-quest (chapter in my case) you choose. You can even time it to the step within the sub-quest you choose. Using either component requires you add it to your Quest designer card for either component to work.