# {{Quest Name}}

## Basic Info
- **Type:** (Main Story, Side Quest, Corporate Job, Underground Mission)
- **Giver:** [[Character Name]]
- **Location:** [[Starting Location]]
- **Level/Chapter:** 
- **Estimated Time:** 

## Summary
- **One-liner:** 
- **Full description:** 
- **Why it matters:** 

## Objectives
### Primary Goal
- 

### Optional Objectives
- 
- 

### Hidden Objectives
- (Player discovers through exploration/investigation)

## Multiple Approaches
### Corporate/Official Path
- **Method:** 
- **Requirements:** (Clearance, augmentations, faction standing)
- **Consequences:** 

### Stealth Path
- **Method:** 
- **Requirements:** (Skills, equipment, timing)
- **Consequences:** 

### Social/Information Path
- **Method:** 
- **Requirements:** (Contacts, reputation, knowledge)
- **Consequences:** 

### Force/Direct Path
- **Method:** 
- **Requirements:** (Weapons, combat skills, backup)
- **Consequences:** 

### Underground/Illegal Path
- **Method:** 
- **Requirements:** (Black market contacts, illegal tech)
- **Consequences:** 

## Key Locations
- **Start:** [[Location]]
- **Main areas:** [[Location 1]], [[Location 2]]
- **End:** [[Location]]

## Characters Involved
- **Quest giver:** [[Character]]
- **Allies:** [[Character]]
- **Opposition:** [[Character]]
- **Information sources:** [[Character]]

## Story Integration
- **Plot relevance:** 
- **Character development:** 
- **World building:** 
- **Player choice impact:** 

## Moral Complexity
### Ethical Dilemmas
- **Gray area decisions:** 
- **Competing loyalties:** 
- **Unintended consequences:** 

### Faction Implications
- **Corporate interests:** 
- **Resistance impact:** 
- **Civilian effects:** 

## Rewards & Consequences
### Success Rewards
- **Credits/Payment:** 
- **Items/Equipment:** [[Item]]
- **Information/Data:** 
- **Faction standing:** 
- **Character relationships:** 

### Failure Consequences
- **Story impact:** 
- **Relationship damage:** 
- **Future complications:** 

### Approach-Specific Outcomes
- **Stealth bonus:** 
- **Combat penalty:** 
- **Social benefits:** 
- **Corporate favor/disfavor:** 

## Information & Secrets
### What Player Learns
- **Surface information:** 
- **Hidden details:** 
- **Corporate secrets:** 
- **Personal revelations:** 

### What Player Can Miss
- **Optional discoveries:** 
- **Hidden areas:** 
- **Alternative solutions:** 

## Branching & Variations
### Player Choice Points
1. **Decision:** 
   - **Option A:** 
   - **Option B:** 
   - **Consequences:** 

### Different Outcomes
- **Best case:** 
- **Worst case:** 
- **Compromise solution:** 

## Technical Requirements
### Gameplay Systems Used
- **Combat:** 
- **Stealth:** 
- **Hacking:** 
- **Social:** 
- **Augmentation:** 

### Special Mechanics
- **Unique elements:** 
- **Environmental puzzles:** 
- **Time pressure:** 

## Failure States
- **Can it be failed:** 
- **Retry options:** 
- **Alternative completion:** 
- **Story continues anyway:** 

## Development Notes
- **Design goals:** 
- **Player experience:** 
- **Technical challenges:** 
- **Testing priorities:** 

---
**Tags:** #quest #[main-story/side-story/background-lore/set-dressing] #[faction]
**Approaches:** #[stealth/combat/social/hacking/exploration]
**Player Agency:** #[high-choice/medium-choice/low-choice]
**Status:** #[concept/draft/implementing/complete/cut]