Turn your tabletop campaign into a replayable quest
Your group's best campaign can become a text RPG quest your players can replay and choose differently. Here is how to boil a campaign down to a story the forge can write.
A finished tabletop campaign makes a great quest, because the hard part already happened at the table: you know the villain, the places and the moment everything turned. To make it a quest on Lantern Saga, retell the campaign as one evening's story, from the point of view of a single hero, and let the forge turn it into scenes, choices and dice.
Choose the slice, not the whole saga
A quest takes about an hour. That is one arc, not twenty sessions. Pick the stretch your group still talks about (the heist, the siege, the night in the haunted inn) and tell that.
Make the party one hero
The quest is played by one player at a time, so the hero should be a role anyone at your table could step into: "a member of the company, sent ahead alone", "the one who stayed behind to guard the gate". Give the other party members to the story as companions with voices.
Keep the table's best moments as "must happen"
Write down the moments that matter in a list: the bridge that collapsed, the deal with the witch, the betrayal at the wedding. The forge keeps every one of them and builds the choices around them.
Let the endings be the roads not taken
The group made one choice at the end of the campaign. The quest can hold the others: what if you had trusted the witch? What if you had burned the map? Two to four endings, each the answer to one of those questions, make a quest your players will replay.
Keep it yours
Use your own world, names and characters. Campaigns set in someone else's published world or franchise can't be published; reskin them into your own and keep the spirit.
Share it with the table
When the quest is written, play it, ask for changes if something is off, then send the share link to your group. Anyone with the link can play it free with an account, so nobody needs a plan to join in.
Questions
Can I use my homebrew world?
Yes, and it is the best case: your names, your places and your history make the quest feel like yours.
Can I use a published campaign or world?
Not for publishing. Quests must be original; borrow the genre and the feel, not the setting or characters.
Do my players need accounts?
They need a free account to play, so their saves and endings are kept. They do not need a paid plan to play a quest you share with them.
More guides
- A story as a gift: making a personal quest for a friendA personal quest, full of the people and places someone knows, is a gift they can play. Here is how to write one in an evening and send it on the day.
- How to create your own text adventure (without writing code)You can make a playable text adventure from a story told in plain words. Here is what to put in your story so it becomes a good quest, and what the forge on Lantern Saga does with it.
- Gamebooks, text adventures and interactive fiction: what's the difference?Gamebooks, parser text adventures, choice-based interactive fiction and text RPGs all tell stories you play. Here is what sets each apart, and what modern text RPGs keep from each.