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Guide

Your first adventure

The whole path, once, on an adventure small enough to finish. Three scenes, two endings, an hour.

Before writing

Three decisions are worth making on paper, because they steer everything else and are awkward to change once twenty scenes are written.

  • Which numbers exist? One or two values are enough for a first adventure. Add a resource only if something can bring it back up.
  • Is there money? If so, it is an item, and you need somewhere to spend it. If not, skip shops entirely.
  • How does it end? Write the two endings before the scenes. An adventure knows where it is going far more easily than it finds an ending afterwards.

Declarations first

Open Système mode and create the minimum: one value, one item, and nothing else for now. You will add more as you go; declaring everything up front is the surest way to declare things no scene ever uses.

If you want a class or traits, know that it turns your first scene into character creation: the player will choose there before reading anything. That is fine, as long as you meant it.

Three scenes and two endings

Switch to Manuscrit and write straight through: a start scene, a scene offering a real dilemma, a closing scene. Then, in the graph, press "+ Nouvelle fin" twice: one success and one failure. Each ending creates its own scene, the one the player reads last.

Link the scenes as you go, without waiting. A choice with no destination is a normal working state, but three linked scenes beat ten isolated ones: you can already play them.

One rule and one test

On the dilemma scene, add a choice that only appears to whoever holds your item: "Règles…", "+ Condition", the sentence "has the item…". You have just written your first rule, and the graph puts a padlock on the matching arrow.

A test needs a formula first: in the formula library, compose "1d6 + your value". Come back to a choice, add the test, give it a difficulty, and set a destination on each of the two outcomes. An adventure with no test is still an adventure; now is a good time to know that.

Testing, early and often

Switch to Aperçu and play. If a choice is missing, the list under the run tells you which and why. This is the habit to acquire first: testing three scenes costs thirty seconds, and finding an inverted rule after twenty scenes costs an evening.

Publish, even small

Switch to Validation, fix the blocking findings, read the warnings, then publish. A published three-scene adventure teaches you more than a thirty-scene one left as a draft, because it takes you once through everything that will be waiting for you later.

Nothing is final: you will republish as often as you like, and each publication writes a new version without touching the runs in progress.

And then

The second adventure is the one where you add a shop, a combat, an ability. None of that is harder than what you have just done: same lists, same sentence builder, same "Publier" button. Come back to the matching chapter when you need it.