Questable — Reader's Guide
How to play the interactive stories on Questable. No account is needed — pick a
story from the catalogue and start reading. Every story is free.
1. The basics
A Questable story is an interactive adventure. You read a passage, then **you decide
what happens next** by picking one of the choices at the bottom. Each choice leads to
a new passage, so no two playthroughs have to be the same.
- Find a story — the home page is the catalogue. Browse by genre, search by
title, author, or tag, and sort by newest, title, or length. Each card shows a
cover, the author, the genre, and an estimated reading time.
- Start reading — click any story card to open it. There is no sign-up wall.
- Make choices — read the passage, then click the choice you want. That's it.
2. Choices
At the end of most passages you'll see a short list of lettered choices. Click one to
continue. Some choices behave specially:
- Locked choices appear greyed out with the reason you can't take them yet
(for example "🔒 needs the Brass Key"). Come back once you meet the requirement.
- Hidden choices only appear once you qualify for them, so keep an eye out — a
passage can offer new options on a later visit if your situation has changed.
- Attempt choices stay clickable even when the odds are against you. Picking one
is a gamble: succeed and you continue; fail and you're sent somewhere else. This is
how stat checks like "if you're stealthy enough…" work.
3. Your adventure sheet (stats & inventory)
Many stories give you things to track — stats (like SKILL, STAMINA, LUCK, or
Gold) and an inventory of items you pick up along the way.
- Open the adventure sheet from the top bar to see your current stats and items.
- Items can carry a short description; tap one to read it.
- Numbers go up and down as the story unfolds (spend Gold, lose STAMINA in a fight,
gain LUCK from a blessing). A small pill briefly shows what changed when you move to
a new passage.
You never edit these by hand — the story updates them for you as you make choices.
4. Dice: combat and luck
Some stories use dice, in the classic gamebook tradition. These play out right in the
reader; you don't need real dice.
- Combat — a round-by-round fight. Each round both sides roll; the loser takes
damage to their STAMINA. You can usually fight on, use an item (like a
healing potion), test your luck to swing a blow, or flee. Win, lose, or
flee, the story continues down a different path.
- Test your Luck — the story rolls two dice against your current LUCK. Roll low
and you're lucky; roll high and you're unlucky. Each test usually costs a
point of LUCK, so spend it wisely.
5. Shops
A shop passage lets you spend a currency (often Gold) on a list of items before
moving on. Depending on the shop you'll either pick exactly one option or **buy
any you can afford**. Items you can't afford are locked, and your balance updates as
you buy. When you're done, take the exit to continue the story.
6. Going back and starting over
- Back — the reader keeps a history of where you've been. Pressing Back
returns you to the previous passage and restores your stats and inventory to
exactly what they were — so undoing a choice truly undoes it.
- Endings — some passages are endings; you'll see the story conclude and an option
to play again from the start.
7. Reading comfort
Use the reading controls (the Aa button in the top bar) to make yourself at home:
- Theme — light, sepia, or dark.
- Text size — from compact to large.
- Typeface — a classic serif or a clean sans-serif.
Your preferences are remembered on this device, so the story looks the way you like
every time you return.
8. Want to write your own?
Every story here was built with the free Questable editor — no code required. If you
fancy making your own branching adventure, head to the author's guide
to get started.