Hello. I was thinking of implementing a quest system. I see 2 options: * use forces to keep information. Something like a force with slaying "quest <name> <tag>". This way detectors & markers can be used simply as they are. I'd just add 2 special tags, "start" and "end", the first being active when the quest is running, the second removing all <name>-related tags to prevent restarting quest. * or create new fields to store information. In all cases, talk_to_xxx (or rather find_matching_message) will need to be changed to allow a "quest <name> <tag>" on first line, to only say text when player does have the force name. For me the first method sounds better, as it lets manipulate quest items simply, and for instance put limits on realizing tasks (with force decay). Of course, it means more items in player inventory, but i guess we can live with that :) I'll just go ahead & implement that. Nicolas