Creating adventures requires adding elements that string together to create an experience for the user. How you string these together is up to you, just try remember how the player will see the next tasks and make sure there is something that will guide there next steps.

Creating a new Memoir

Once you open the editor you will be asked to select a memoir, if this is your first Memoir you will need to create one.

Anatomy of a Memoir

Adventures are created in a few parts that are all linked together by events. The anatomy is below.

Part Description
Memoir This is the full volume or adventure. You generally work on one Memoir at a time.
NPC’s An NPC or in fact object a player can start a conversation with.
Dialogue Each NPC has a single dialogue that branches out through responses to new dialogues. Also the can be activated and deactivated by triggers allowing for changes.
Response For every dialogue you can add responses the player can choose between. The system will only show the ones that are available also the system make simply skip to the next based on rules you set.
Quest The adventure can have 0-n quests that is up to you. Each quest builds a journal as you can and has a set of objectives.
Objective Quests have objectives such as talk to someone or kill 3 boars.
Event Events are configured actions in the game that will trigger events to fire. For example to have a quest objective to kill 3 boars you would need to create and event that links the mobs kills to events.

The Editor

The editor has three main parts.

Part Description
Memoir Tree This tree shows you the various items that make up your Memoir
Edit Screens For each aspect of your Memoir you get an edit screen to set the specific values. There are edit screens for NPC’s, Quests and Events.
Dialogue Editor This is the main adventure editor some things can only be done from here. Also you can see how various events and actions effect each other.

Some Technical background

At it’s heart Middle Earth Memoirs is a series of state machines. Each dialogue, quest and quest objective is a state machine that will change states when events are fired. (These states are managed for quests and objectives but dialogues re-evaluate each time to reduce event processing impact.)

The system is tied together via string named events. These are case sensitive and you can see what they affect in the Dialogues graph view.