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Product Notes

What's new in v1.5: quests you can actually follow

August 27, 2026 · 5 min read · Ilya Levin

I have a campaign with nine open quests, which sounds like a lot until you realise about four of them are things I started in a burst of enthusiasm in March and have not touched since. Until last week, if you'd asked me which four, I couldn't have told you. I'd have had to open all nine records and read them, and honestly I'd have got three paragraphs into the second one and started rewriting it instead, because that's what happens when I open a record.

The information was all there. A quest record has always been a perfectly good place to write a quest. It's just that an objectives list sitting in a wall of markdown can't tell you anything about itself — not what's done, not which session closed it, and certainly not that everyone quietly stopped caring about it in spring.

So I kept a second copy in my head. And the head copy is the one that goes stale, always, and usually about ten minutes before someone asks a question that depends on it.

Objectives and beats, and the difference matters

Quests have steps now. Two kinds, and I went back and forth on whether two kinds was one too many.

Objectives are what the party is working toward. Find the ledger, get the harbourmaster to talk. They have a state — pending, done, failed, missed — and the quest carries a progress meter off them. When you resolve one it remembers the session that did it, so a quest reads back as a history rather than a to-do list. Find the ledger — Resolved in Session 14 — the party went in by night.

Beats are the other half, and they're the ones I didn't expect to use as much as I do. They're the "if they go down to the docks, the harbourmaster is being blackmailed" notes. The ones that used to live in a notebook, get half-remembered two sessions later, and eventually get quietly abandoned because I couldn't find them. Now they hang off the quest in order, and when one finally happens you tick it and it stays ticked.

You can drag either kind around, link a step to the NPC or location it turns on, and if a beat has grown into something that needs its own page there's a promote button that spins it into a proper scene record with the step pointing at it. That last one exists because I kept writing "they meet the harbourmaster" as a one-liner and then writing four paragraphs underneath it.

The board is the part I actually use

Your prep page now lists live quests by how long they've been quiet. The thread nobody has touched in four sessions sits at the top, instead of wherever alphabetical order happened to put it.

Each row tells you how many objectives are resolved, what the next unplayed beat is, and how many sessions it's been since anything moved. It answers the question I actually ask on a Sunday afternoon, which isn't "what are my quests" — I know what my quests are, roughly, on a good day — but "what have I been neglecting, and which bit of it pays off if I use it Tuesday."

I built it with an inline status dropdown at first and had to take it out. I'd open the prep page, notice a quest looked wrong, change its status, feel productive, and close the tab without prepping anything. So the board is read-only now. It tells you where to go and you go there.

Mid-session there's a fourth tab that lists the same live quests with their steps, plus a small tray of whatever each record connects to, one hop out. It's for the moment a player says "wait, weren't we supposed to talk to the harbourmaster," and you need the answer before the pause gets weird. It doesn't let you change anything, deliberately. It's somewhere to look, not somewhere to work.

The co-DM writes steps. It doesn't close them.

Ask your co-DM to draft a quest and it comes back with objectives and beats already laid out, and it'll add or rewrite them later like it does any other part of a record. That part I'm happy to hand over — it's typing, and it's good at typing.

What it won't do is quietly decide your party finished something. Step state changes reach you through the session recap: the same draft you already read and approve, where every proposed change is yours to keep or throw out. This is the line I drew back in v1.1 and I've had no reason to move it. The AI does the reading and the typing. The part where your campaign actually changes stays a thing you click.

What isn't there yet

Quests can point at each other now — part of, leads to, blocks, requires — and I haven't built anywhere good to see that. The one-hop tray in the session tab is it. So right now those links do more for the co-DM's understanding of your campaign than they do for yours, which is a slightly embarrassing thing to ship and I'd rather say so than let you go looking for a view that doesn't exist.

Beats also don't touch the timeline at all, which is the first thing three people are going to ask about.

All of this is on every tier. Steps aren't a paid feature.

If you've got a campaign already in the app, open the prep page before you do anything else. The quiet-first ordering is the thing that made me go oh — there was a whole faction plot down at the bottom that I'd forgotten I started, two sessions from paying off.

— Malkav