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Tutorial
Once the concepts of Chapters, Triggers and Events are understood, designing Scenarios will be easier because these components are what really drive a Scenario forward. So if you haven't read the Basics on the Home page, you should do that first. There is no "right" way of creating a Scenario, but below is a general outline that may make your first one easier to design.
I would recommend a very simple mission as your first Scenario. In my video demo of the editor, I have the heroes escorting a farmer's prized pig to market. With a mission in mind, give the Scenario a name. Click the text at the top of the app windows where it says "Click Text to Edit Scenario Title". Type a name and hit the Enter key.
Now open the Scenario Settings by clicking the gear icon to the right of the Scenario title you just changed. In the dropdown menu under "First Objective", select "Default Objective". This is the empty Objective the editor starts you with. Setting this will tell the companion app that "Default Objective" is the first Objective and should be shown to the players at the start of the Scenario, right after the Intro text is displayed. If your Scenario doesn't have an initial Objective, leave it set to None. Objectives can be triggered to start at another time if you wish.
Now edit the Introduction Text by clicking the blue pencil button in that section of the window. Intro text is shown at the very start of the Scenario, before anything else. Use it to describe the overall mission in broad strokes.
Finally, edit the Resolution Text. This text is shown when the Scenario is finished. It's the last thing the players will see when the Scenario ends. You can create multiple Resolutions for different endings to your Scenario. At the bottom of the text editor is a dropdown menu where you can select the Trigger that activates a particular Resolution. When a Resolution is Triggered, the Scenario will end.
When you create a new Scenario, a Trigger called "Scenario Ended" is created for you and is already chosen as the default Resolution's Trigger.
Click the green check when you're done with the Scenario Settings.
NOTE: The companion app does NOT support multiple pages of text at this time. Only edit PAGE 1 of any text editor.
Come up with an initial task for the heroes to complete. This will be their first Objective, previously specified in the Scenario Settings. Select "Default Objective" in the left panel and click the properties button to edit it.
Since this Objective has already been set to activate from the Scenario Settings as the First Objective, you can leave the top dropdown set to None. All further Objectives you create will have to be triggered by a Trigger, specified in the dropdown menu. Without a Trigger set here, there is no way to activate an Objective.
Give the Objective a descriptive name to use in the editor, then edit the Reminder. The Reminder is the text that is always visible at the top left of the companion app to "remind" the players what they are currently supposed to be doing.
Click the blue edit button to change the text that is initially shown to the players when the Objective is activated.
At the bottom of the editor, "Objective Complete" has already been set to be the Trigger that lets the companion app know this Objective has been completed. The "Objective Complete" Trigger was created for you when you started a new Scenario.
Since we're keeping this simple, let's make completing this Objective also end the Scenario. In the dropdown menu under "Set this Trigger when the Objective is completed", select the Trigger called "Scenario Ended". You will recall that the "Scenario Ended" Trigger will fire your Scenario Resolution text (in the Scenario Settings) and end the Scenario.
Click the Properties button for the "Start" Chapter. Since this is the first Chapter, it's automatically activated when the Scenario starts, so you don't need to set "Triggered By". The Start tile has this setting grayed out anyways. Any additional Chapters you create need to be activated by using this setting.
We'll be using a Fixed layout for this tutorial, so leave the random tiles checkbox UNCHECKED.
We won't be using Flavor Text, so leave "No Flavor Text" CHECKED. Flavor text is shown when any tile in the Chapter is first explored. The first Chapter in a Scenario has no Exploration tokens, so it can't be explored anyways.
Leave "Trigger On Exploration" set to None. Again, the first Chapter can't be explored, but for any additional Chapters you add, use this setting to fire Triggers upon exploration.
Now let's edit the tiles in the Chapter. Click the green Tile Editor button.
With "100" selected in the top dropdown menu, click the green + button to add tile number 100 to the board. This will be the tile the heroes start on, so with that tile still selected (selected tiles are outlined in red), CHECK the "Is Starting Tile" checkbox.
Click and drag the tile around the board. Tiles snap into position automatically as you drag them around. Use the page up/down keys to rotate the tile.
Select tile 206 in the top dropdown menu and add it to the board. Position and rotate this tile into place. We're going to put an Interaction Token on tile 206, so double click it or press the "Edit Tokens" button to visit the Token Editor.
The Token Editor shows you a closeup of the selected tile. Here, you can add Interaction Tokens to the tile and edit its (optional) Exploration Text. Exploration Text is shown after the tile is explored. Since tiles in the first Chapter don't have Exploration Tokens, this text can be left blank. Interaction Tokens give Interaction Events a physical presence on the gameboard. These are the Search/Person/Threat/Darkness Tokens players can click on to explore specific features of a tile, which in turn can spawn monsters, provide stat test challenges, give players a choice, and more.
Click the green "Add Token" button to add an empty Token to the tile. Click and drag it to one of the 2 spaces available on tile 206. Selected Tokens are outlined in red. Notice right now the Token is colored gray - it does not have an Interaction Event assigned to it because we haven't created any yet. Leave it for now - click the green check button. Back in the Tile Editor, click the green check button, then once more in the Chapter Properties window to go back to the main app window, where we'll create our first Interaction Event.
Click the New Event button at the top of the app window, or click the green + button in the left sidebar under Interaction Events. From the popup, select "New Stat Test".
Give your Event a unique name to identify it in the editor. We'll be assigning this Event to the Token we just added to tile 206, so mark a CHECK in the "This Event is a Token Interaction" checkbox. This setting tells the editor that this Event can be assigned to a Token. When players click the assigned Token on the tile while playing, this Event will activate.
Select the "Search" radio button for Token Type. The Token Type simply tells the companion app which graphic to use on the gameboard.
If an Event is NOT checked to be a Token Interaction, it cannot be assigned to a Token in the Token Editor. Instead, it will be a standalone Event that can be fired using a Trigger. Notice when you check Token Interaction how "Triggered By" becomes grayed out, and vice versa. This lets you know that Events that are marked as Token Interactions can only be activated by players clicking their assigned Token while playing. Events that are NOT Token Interactions are activated by the Trigger you specify in the dropdown menu.
Use the blue edit button to edit the Flavor Text that is displayed when players click the assigned Token on the tile. Use this text to hint at the Event. If the players want to use an Action to fully explore the Token, the Event Text is then shown to them.
Use the blue edit button to edit the Event Text. This text is shown when players decide to use an Action to fully explore this Event. Use this text to fully describe the Event and what is expected of the players to overcome it.
Click the Stat Test tab at the top of the window. The settings specific for this particular Event are shown. Mark whichever Test Attribute you want to challenge the players with.
Check "Progressive". A Progressive test can be attempted any number of times by the players, and it cannot be failed. For the Success Value, enter 2. This is the number of successes the players must accumulate in order to pass the test. Since we marked it Progressive, the successes are added up over each turn as the players enter their number of successes into the companion app.
Edit the Pass Text. This text is shown when the test is passed.
Edit the Progress Text. Since this test is Progressive, this text becomes available.