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RPG Evolution: The AI DM in Action
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<blockquote data-quote="MNblockhead" data-source="post: 9314523" data-attributes="member: 6796661"><p>Let's (1) leave politics out of it and (2) take the AI art discussion to other threads where it is actually the topic of discussion. I'm actually interested in talking about AI DMs and AI DM tools (other than art creation), but it feels like this thread is heading for being capped. </p><p></p><p>The only AI I've played with as a DM tool is Adobe's AI assistant and the AI search functionality that comes with Bing. </p><p></p><p>For the former, it could be great, but the page limit makes it useless for the games I run. </p><p>For the later, I find that Bing and ChatGpt (when my prompt includes "give cites") to be useful for asking rules questions. </p><p></p><p>I have not used it an NPC, monster, or description generator. There is a quite good (non AI) Discord bot for all kinds of Warhammer Fantasy generators (Jodri) that I use and meets my needs. For prep, any important NPC or monster, I've never used generators as creating characters and monsters is part of the fun for me. </p><p></p><p>When I was running a home-brew campaign, like 10 years ago, I used Cityographer to randomly generator towns, villeges, and cities. It was better for small settlement. The maps were wonky with large settlements. For smaller, I could generate a village on the fly, in game. For towns, I generally preferred to generate them as part of game prep and spend some time redesigning a bit, but it was still a time saver. It would also populate every home, shop, etc. and generate inventory and prices for the shops. But it worked off of text files and go repetive and stale quickly. You could create and edit your own text files for random generation, but it was less work for me to just improve that. I think AI could be helpful here if you can write in your prompt the general demographics, theme, etc. </p><p></p><p>One thing I'm thinking of using Adobe AI to do is creating session, plot, and campaign summaries. I already have ways to take notes quickly on the fly and I use a VTT, so there is data I can export that logs some of what happens in my game. Usually I spend a bit of time summarizing things and writing notes for where to pickup on the next session. I don't spend THAT much time on it, but it will be interesting if I can take a mess of notes and some VTT data dumps and throw them into one file and see how Adobe's AI Assistant does at generating the summery. </p><p></p><p>I would like to see AI tech integrated into Foundry or other VTTs to better automate things, track status effects, etc. Act like a DM's assistant to update AOE damage, remind me of status effects, legendary and lair actions, etc. </p><p></p><p>D&D Beyond could really use an AI assistant or search functionality allowing you to prompt rules questions in natural language and getting answers with links allowing you to jump to the relevant text in the books.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9314523, member: 6796661"] Let's (1) leave politics out of it and (2) take the AI art discussion to other threads where it is actually the topic of discussion. I'm actually interested in talking about AI DMs and AI DM tools (other than art creation), but it feels like this thread is heading for being capped. The only AI I've played with as a DM tool is Adobe's AI assistant and the AI search functionality that comes with Bing. For the former, it could be great, but the page limit makes it useless for the games I run. For the later, I find that Bing and ChatGpt (when my prompt includes "give cites") to be useful for asking rules questions. I have not used it an NPC, monster, or description generator. There is a quite good (non AI) Discord bot for all kinds of Warhammer Fantasy generators (Jodri) that I use and meets my needs. For prep, any important NPC or monster, I've never used generators as creating characters and monsters is part of the fun for me. When I was running a home-brew campaign, like 10 years ago, I used Cityographer to randomly generator towns, villeges, and cities. It was better for small settlement. The maps were wonky with large settlements. For smaller, I could generate a village on the fly, in game. For towns, I generally preferred to generate them as part of game prep and spend some time redesigning a bit, but it was still a time saver. It would also populate every home, shop, etc. and generate inventory and prices for the shops. But it worked off of text files and go repetive and stale quickly. You could create and edit your own text files for random generation, but it was less work for me to just improve that. I think AI could be helpful here if you can write in your prompt the general demographics, theme, etc. One thing I'm thinking of using Adobe AI to do is creating session, plot, and campaign summaries. I already have ways to take notes quickly on the fly and I use a VTT, so there is data I can export that logs some of what happens in my game. Usually I spend a bit of time summarizing things and writing notes for where to pickup on the next session. I don't spend THAT much time on it, but it will be interesting if I can take a mess of notes and some VTT data dumps and throw them into one file and see how Adobe's AI Assistant does at generating the summery. I would like to see AI tech integrated into Foundry or other VTTs to better automate things, track status effects, etc. Act like a DM's assistant to update AOE damage, remind me of status effects, legendary and lair actions, etc. D&D Beyond could really use an AI assistant or search functionality allowing you to prompt rules questions in natural language and getting answers with links allowing you to jump to the relevant text in the books. [/QUOTE]
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