Quest Offers: Your Hero's Goals Are Yours to Choose
Quests used to be assigned to your hero the moment the story invented them. From now on they are offered - accept the ones that fit your hero, decline the ones that don't, or write your own. You now have full control over what your hero is pursuing.
Until now, quests were assigned. The story decided your hero wanted something, wrote it into the quest log, and the adventure bent toward it - whether or not that goal was ever yours. Some of you told us this made your journey feel railroaded, and you were right. From today, quests are offered instead. Nothing enters your quest log without your say-so.
From "assigned" to "offered"
When the story presents a new goal - an NPC's plea, a mystery worth chasing, a door worth opening - it now arrives as an offer, right in the narration where it happens. You'll see the quest with two buttons: Accept and Decline. Accept it, and it joins your Active Quests like always. That's it - one tap, and the goal is officially your hero's.

Decline it - or counter-offer your own quest
Sometimes you know exactly what your hero should be pursuing, and it isn't what the story suggested. Declining an offer opens a small box: what would you rather pursue? Write it in your own words, and it comes back as a proper quest - your goal, your phrasing, shaped into the log. Or leave the box empty and cancel, and the offer simply disappears. No quest, no hard feelings.
Either way, the storyteller takes note. A declined offer isn't just removed - it teaches the story what your hero is not interested in, so it stops steering you there.

Active quests can be removed, too
Goals change. A quest that made sense five scenes ago may no longer be where your hero's heart is. Hover over any quest in your Active Quests panel (or tap it on mobile) and an × appears. One click, one confirmation, and your hero stops pursuing it - no penalty, no replacement forced on you. An empty quest slot is a perfectly good place for a story to breathe.

Why this matters
Your Active Quests aren't just a checklist - they're the storyteller's compass. Every scene is developed to help your hero move toward those goals. That's exactly what made assigned quests feel like railroading: the story kept pushing toward objectives you never chose.
Now the compass is yours to set. Accept what fits, decline what doesn't, write your own, drop what no longer matters. The storyteller reads all of it - what you embrace and what you refuse - and shapes the journey around the goals that are genuinely your hero's.
It's live now, in every adventure, with nothing to configure. The next time the story offers your hero a quest, the choice is yours. That's the whole point.