AI Instructions Reference

Complete documentation for tabs/ai-instructions.json.

Schema

interface AIInstructionsTab {
  aiInstructions: Record<string, Record<string, string>>
  narratorStyle: string
  resourceSettings: Record<string, Resource>
  death: {
    permadeath: boolean
    instructions: string
  }
}

aiInstructions

Task-keyed object where each task contains instruction key-value pairs.

aiInstructions: {
  [taskKey]: {
    [instructionKey]: string
  }
}

Processing Order

  1. Load base instructions for the task
  2. Load world config overrides for the task
  3. For editable keys: use override if provided, otherwise use default
  4. Add any custom keys from world config (appended to defaults)
  5. Concatenate all non-empty instructions

Editable Keys

Task Editable Keys
generateStory Victory and Downtime, Character Behavior, Style Principles, custom
generateInitialStart Opening Structure, Style Principles, custom
generateActionInfo custom
generateCharacterBackground prompt, custom
generateNPCDetails custom
generateLocationDetails custom
generateRegionDetails custom
generateFactionDetails custom
generateEncounters custom
generateNPCIntents custom
generateNewNPC custom
ItemGenerationAndUsage custom

Keys are case-sensitive and must match exactly.

generateStory

Main story narration for game turns.

Key Purpose
Victory and Downtime How to handle scene resolution after combat or major story beats — pacing of cooldown, recovery, and transition
Character Behavior How characters act, speak, and interact
Style Principles Writing style, tone, and formatting
custom World-specific additions (speech patterns, magic rules, etc.)

generateInitialStart

Opening scene for new games.

Key Purpose
Opening Structure How to structure the opening narrative
Style Principles Writing style for the opening
custom World-specific additions

generateActionInfo

Assesses action difficulty and determines skill checks.

generateCharacterBackground

Generates character backstory and appearance during character creation. An undefined prompt falls back to the built-in default. Set prompt to " " (single space) to disable the default without replacing it.

Key Purpose
prompt The full character profile generator prompt — covers overall guidance, background, appearance, style, structure, context use, and any final notes in one block. Replaces the built-in default when set.
custom World-specific additions (appended after prompt)

generateNPCDetails

Generates NPC personality, abilities, and hidden info.

generateLocationDetails

Generates location descriptions, areas, and paths.

generateRegionDetails

Generates region descriptions, factions, and locations.

generateFactionDetails

Generates faction details including leader, base, and secrets.

generateEncounters

Generates wilderness encounter options.

generateNPCIntents

Generates NPC intent decisions for what NPCs do on their turns.

generateNewNPC

Generates new NPCs dynamically during gameplay.

ItemGenerationAndUsage

World-specific guidance on items — how they are discovered, generated, obtained, used, consumed, equipped, transformed, and removed. Appended to the engine’s item-update and item-definition prompts so the AI honors the world’s economy, magic system, and item conventions when handling player inventory and creating new items mid-game. Custom-only.

storySettings

Story-level configuration that applies across all narrative tasks.

storySettings: {
  worldBackground: string           // World background description (required)
  questGenerationGuidance?: string  // Guidance for AI quest and arc generation (optional, max 5000 chars)
}

questGenerationGuidance

Optional free-form text injected into generateProblemDetails and generateNewQuests AI tasks as “Creator quest generation guidance”. Use this to steer the themes, tone, or constraints of AI-generated quests and arcs.

narratorStyle

Single string defining the overall narrator voice. Applies to all narrative output.

narratorStyle: string

Example:

- Prioritize plot and dialogue over description
- Show story through what characters say and do
- Keep scenes dialogue-heavy but natural
- Describe what characters DO, not how well they do it

resourceSettings

Character resources like health, mana, stamina. Keys must be lowercase.

resourceSettings: Record<string, Resource>

interface Resource {
  name: string                    // Display name
  initialValue: number            // Starting value (usually 0, traits add to this)
  maxValue: number                // Level-1 maximum (usually 0, traits add to this)
  gainPerLevel: number            // Amount added to max per character level
  rechargeRate: number            // Amount restored per tick
  restRechargeMultiplier: number  // Multiplier when resting
  color: string                   // Hex color for UI
  isHealth?: boolean              // Only ONE resource should have this
  usageInstructions?: string      // AI guidance for modifications
}

isHealth

Exactly one resource must have isHealth: true. This resource:

  • Determines death/unconsciousness when at 0
  • Receives damage from combat
  • Displays as the health bar
  • Uses special NPC calculation

usageInstructions

AI guidance for when/how to modify each resource:

### Health Changes
- Small injuries: -1 to 15% player health
- Medium injuries: -5 to 25% player health
- Massive injuries: -15 to 50% player health
- Healing potions: +30 to +40

Example

resourceSettings: {
  "health": {
    name: "Health",
    initialValue: 0,
    maxValue: 0,
    gainPerLevel: 10,
    rechargeRate: 1,
    restRechargeMultiplier: 1,
    color: "#ef4444",
    isHealth: true,
    usageInstructions: "..."
  }
}

death

Character death and resurrection configuration.

death: {
  permadeath: boolean    // true = permanent death
  instructions: string   // Resurrection narrative (if permadeath: false)
}

permadeath: true

  • Character death is permanent
  • Game ends when all party members die
  • instructions field is ignored

permadeath: false

  • Characters can be resurrected
  • instructions guide the resurrection narrative

Example instructions:

Death is not the end, but the resurrection comes with a price. The character returns changed—perhaps they've lost a memory, gained a scar, or made a deal with something dark. Make the return dramatic and consequential.

Cross-References

Field References
resourceSettings keys Used in triggers, abilities, trait modifiers
resourceSettings[].isHealth Used by death system, combat

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