Generation of narrative is a domain that is mostly exclusive to human authors. Most current narrative generators use planning to adapt or follow a human authored story or guideline. This work proposes an engine for Creation Of Novel Adventure Narrative (CONAN). It uses a procedural approach to story generation that uses series of quests to make a rich player – NPC (non-player character) interaction from which a structured narrative can emerge. The engine is tested on its ability to create quests, which are sets of actions that must be performed in order to achieve a certain goal, usually for
a reward. Compared against human structural quest analysis, the current engine was found to be able to replicate the structure found in commercial video game quests.