Before continuing, make sure you've carefully read the Quests Overview section and you know the difference between Quests, a Quest Root and Tasks. Once you've done that, open the Preferences Window (⌘ + P) and click on the Quests tab.
On the top-left corner of the Quests Dashboard there are three buttons with icons. From left to right:
Create a Quest Root
Create a Task
The right-most icons indicate if that particular Quest element has some Conditions assigned before they can be Activated, whether it has an On Complete set of Actions and/or an On Fail set of Actions.
For example, the Task
tell-the-king-you-rescued-the-princess will invoke a set of Actions when it successfully completes, and the
give-the-strange-man-the-tiara will do the same, but also has some Conditions before this quest can be Activated.
When selecting a Task or a Quest Root a small Edit button will appear next to these icons. This allows you to modify the Quests settings, such as the Title, Description, ...
Creating Quests should be quick and efficient when prototyping quest-lines. That's why each quest has a property called Internal Name. This property will never be used in your game and is only used for you to easily identify the quest.
When creating a new Quest Root or a Task, the system will assign a randomly generated Internal Name. To modify it, simply press Return or double click it to edit it.
You can open the Quests Dashboard during runtime and its behavior will change.
Each icon will have its own color, depending on the state of the Quest element and its automatically updated.