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<blockquote data-quote="Jfdlsjfd" data-source="post: 9520490" data-attributes="member: 42856"><p>I am pleased to report the result of my gamebook experience, using a modification of Oryth's adventure initial prompt.</p><p></p><p>1.<strong> It needs to have rule explained.</strong> While the initial prompt was already long, it's not long enough, in that it doesn't explain how does the game part works. Remember all those pages in gamebook where they told you how to roll for attack and calculate damage? We usually skipped it, and we need them to explain how the game part works to ChatGPT. I noticed that I wasn't failing unless I asked for it litterally, so I had to tell the AI to assess a percentile change of success and roll under. And display the rolls. A few times, it counted failure as a success, but it became overall much more interesting to decide on the actions to do.</p><p></p><p>2.<strong> It tends to do a bullet-point summaries </strong>of things, but can be prompted to write more detailed texts.</p><p></p><p>Example :</p><p>The dock is ancient and crumbling, but it was clearly built with precision and reinforced with magic. You notice several key features:</p><p></p><ol> <li data-xf-list-type="ol"><strong>Magical Glyphs</strong>: The faintly glowing symbols etched into the stone floor are written in Draconic script. They pulse with residual arcane energy, indicating they are part of a warding system. Likely functions:<ul> <li data-xf-list-type="ul">Detection: The glyphs may alert the guards below or elsewhere in the prison.</li> <li data-xf-list-type="ul">Containment: They could be designed to trigger a trap or magical barrier.</li> </ul></li> <li data-xf-list-type="ol"><strong>Rusting Infrastructure</strong>: The beams holding the dock together are corroded but seem stable for now. However, any significant disturbance could weaken the structure.</li> <li data-xf-list-type="ol"><strong>Cargo Hoist</strong>: Near the edge, you find the remains of a broken pulley system, likely used to unload goods from skycoaches. Though rusted, it might still function with repair or reinforcement.</li> <li data-xf-list-type="ol"><strong>Entrance Hatch</strong>: The metal hatch partially buried in debris is your most promising lead. Its surface is smooth but layered with grime. A faint magical shimmer surrounds it, indicating a locking enchantment. Small Draconic symbols along the rim read: "Access Denied to the Unmarked."</li> </ol><p>Example 2 :</p><p></p><p>As the hum of the restored obelisk filled the air, steady and calming, you turned to your companions. The faint light from the ley lines bathed the nexus in an almost serene glow, a stark contrast to the chaotic mist you had traversed earlier. The decision was clear.</p><p></p><p>“This place will do,” you said, your voice steady. “We’ll make camp here for the night. The obelisk is stable, and its field will keep the worst of the Mournland’s chaos at bay. Better here than out there in the unknown.”</p><p></p><p>Kaelen nodded, his glowing sigils dimming slightly as he dropped his pack to the ground. “Not exactly the luxury of Sharn, but it beats wandering blind through the mist. I’ll set some wards—just in case your repairs attract unwanted attention.”</p><p></p><p>He moved toward the edges of the nexus, his hands glowing faintly as he traced protective glyphs into the ground. Meanwhile, <strong>Aegis-17</strong> shifted into a defensive position near the obelisk, its arcane cannon swiveling slowly as it scanned the surroundings.</p><p></p><p>“Sentinel mode active,” the warforged stated, its voice calm and mechanical. “Hostile detection... negative. Monitoring perimeter.”</p><p></p><p>You set to work assembling your own corner of the camp, unfurling your <strong>Cloak of Shadows</strong> to create a makeshift cover against the ever-present mist. The air here felt lighter, almost breathable compared to the oppressive atmosphere you’d endured earlier. The glow of the obelisk provided enough light to see by, its presence reassuring despite the subtle hum of power it radiated.</p><p></p><p>Lytharion stood near the obelisk, their glowing blue eyes fixed on its surface. They ran a hand along the glyphs, their expression contemplative. “To think, this nexus has endured centuries of chaos. Your skill, Paxton, has given it purpose once more. Perhaps there is hope for what remains of Cyre.”</p><p></p><p>Their words hung in the air, a bittersweet reminder of the land’s shattered legacy. You said nothing, focusing instead on unpacking the few rations you had left. The Mournland was still a hostile place, but here, for a brief moment, there was peace.</p><p></p><p>(note: ChatGPT doesn't know that the Mourning happens less than 10 years ago, not centuries ago, but he happens to have memorized enough for it not to be grating. It would work even better in a real-world setting or something more generic like a medfan generic settings)</p><p></p><p></p><p>3. It has enough memory. Right now, the session is 57,000 words in, and he remembered a part I have salvaged at the beginning of the adventure.</p><p></p><p>4. It is not extremely original, but it's at the level of gamebook of old. It tends to repeat itself (I aborted a travel through the Mourland because scenes were tending to repeat themselves, worded differently but the statistical aspect of it started to show. On the other hand, with a real group, I'd be hard pressed to find interesting things to happen each day of a 10-days treck and I'd say "10 days later, you arrive in Vathirond".</p><p></p><p>5. While it's not good enough to be an AI DM, I had a good time reading it and I wanted to see the story proceed to its conclusion.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 9520490, member: 42856"] I am pleased to report the result of my gamebook experience, using a modification of Oryth's adventure initial prompt. 1.[B] It needs to have rule explained.[/B] While the initial prompt was already long, it's not long enough, in that it doesn't explain how does the game part works. Remember all those pages in gamebook where they told you how to roll for attack and calculate damage? We usually skipped it, and we need them to explain how the game part works to ChatGPT. I noticed that I wasn't failing unless I asked for it litterally, so I had to tell the AI to assess a percentile change of success and roll under. And display the rolls. A few times, it counted failure as a success, but it became overall much more interesting to decide on the actions to do. 2.[B] It tends to do a bullet-point summaries [/B]of things, but can be prompted to write more detailed texts. Example : The dock is ancient and crumbling, but it was clearly built with precision and reinforced with magic. You notice several key features: [LIST=1] [*][B]Magical Glyphs[/B]: The faintly glowing symbols etched into the stone floor are written in Draconic script. They pulse with residual arcane energy, indicating they are part of a warding system. Likely functions: [LIST] [*]Detection: The glyphs may alert the guards below or elsewhere in the prison. [*]Containment: They could be designed to trigger a trap or magical barrier. [/LIST] [*][B]Rusting Infrastructure[/B]: The beams holding the dock together are corroded but seem stable for now. However, any significant disturbance could weaken the structure. [*][B]Cargo Hoist[/B]: Near the edge, you find the remains of a broken pulley system, likely used to unload goods from skycoaches. Though rusted, it might still function with repair or reinforcement. [*][B]Entrance Hatch[/B]: The metal hatch partially buried in debris is your most promising lead. Its surface is smooth but layered with grime. A faint magical shimmer surrounds it, indicating a locking enchantment. Small Draconic symbols along the rim read: "Access Denied to the Unmarked." [/LIST] Example 2 : As the hum of the restored obelisk filled the air, steady and calming, you turned to your companions. The faint light from the ley lines bathed the nexus in an almost serene glow, a stark contrast to the chaotic mist you had traversed earlier. The decision was clear. “This place will do,” you said, your voice steady. “We’ll make camp here for the night. The obelisk is stable, and its field will keep the worst of the Mournland’s chaos at bay. Better here than out there in the unknown.” Kaelen nodded, his glowing sigils dimming slightly as he dropped his pack to the ground. “Not exactly the luxury of Sharn, but it beats wandering blind through the mist. I’ll set some wards—just in case your repairs attract unwanted attention.” He moved toward the edges of the nexus, his hands glowing faintly as he traced protective glyphs into the ground. Meanwhile, [B]Aegis-17[/B] shifted into a defensive position near the obelisk, its arcane cannon swiveling slowly as it scanned the surroundings. “Sentinel mode active,” the warforged stated, its voice calm and mechanical. “Hostile detection... negative. Monitoring perimeter.” You set to work assembling your own corner of the camp, unfurling your [B]Cloak of Shadows[/B] to create a makeshift cover against the ever-present mist. The air here felt lighter, almost breathable compared to the oppressive atmosphere you’d endured earlier. The glow of the obelisk provided enough light to see by, its presence reassuring despite the subtle hum of power it radiated. Lytharion stood near the obelisk, their glowing blue eyes fixed on its surface. They ran a hand along the glyphs, their expression contemplative. “To think, this nexus has endured centuries of chaos. Your skill, Paxton, has given it purpose once more. Perhaps there is hope for what remains of Cyre.” Their words hung in the air, a bittersweet reminder of the land’s shattered legacy. You said nothing, focusing instead on unpacking the few rations you had left. The Mournland was still a hostile place, but here, for a brief moment, there was peace. (note: ChatGPT doesn't know that the Mourning happens less than 10 years ago, not centuries ago, but he happens to have memorized enough for it not to be grating. It would work even better in a real-world setting or something more generic like a medfan generic settings) 3. It has enough memory. Right now, the session is 57,000 words in, and he remembered a part I have salvaged at the beginning of the adventure. 4. It is not extremely original, but it's at the level of gamebook of old. It tends to repeat itself (I aborted a travel through the Mourland because scenes were tending to repeat themselves, worded differently but the statistical aspect of it started to show. On the other hand, with a real group, I'd be hard pressed to find interesting things to happen each day of a 10-days treck and I'd say "10 days later, you arrive in Vathirond". 5. While it's not good enough to be an AI DM, I had a good time reading it and I wanted to see the story proceed to its conclusion. [/QUOTE]
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