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Bug Report: Franz Narrative Context and Persistent Game State Becoming Unsynchronized

I encountered several cases where Franz's narrative responses and claimed state updates did not match the actual persistent campaign data. 1. Inventory updates reported as successful but not actually persisted After harvesting a Goblin Mage, Franz stated that multiple enchanted body parts had been added to my inventory. However, inspection of the actual persistent inventory showed that only one Goblin Mage Ear existed. The additional ear, two hands, two feet, and head had been described in the narrative and research logs but were never actually instantiated as inventory items. Franz initially reported that the inventory had been synchronized successfully, even though the items were still missing. 2. Narrative corrections did not modify underlying item metadata The Enchanted Goblin Mage Feet were described as footwear but were categorized by the inventory system as hand equipment. Franz stated that the equipment slot had been corrected, but the inventory UI continued to offer only the hand slot. Franz later clarified that it did not have permission to modify the underlying equipment-slot/type metadata. I was eventually able to correct the item manually through the UI. 3. Conflicting mechanical rules stored in context Franz explicitly established conditional mechanics for the Enchanted Goblin Mage Feet, including Advantage on certain Acrobatics checks and Dexterity saving throws involving falls. However, a memory block created afterward stated that the item had no defined mechanical benefit and that any benefit was entirely at DM discretion. This created two conflicting versions of the same item's rules in persistent context. 4. Character identity confusion Two separate characters existed in the campaign: Lili, a Level 5 Hume Bunny Supporter Liliruca Arde, a Level 6 Pallum Supporter of the Hestia Familia Franz repeatedly treated them as the same person, even after I introduced them as separate characters. Eventually, the campaign state was corrected and both characters were confirmed as distinct, but the confusion persisted in some narrative responses. Main concern The recurring issue appears to be a disconnect between: Narrative responses and working context Persistent campaign state Item/entity metadata used by the UI Memory/context blocks generated by Franz A response claiming that something has been "successfully updated" can therefore be inaccurate if the underlying persistent entity was not actually modified. It would be helpful if Franz could more clearly distinguish between changes to narrative context and changes that have actually been confirmed in persistent campaign data.

TheSmallRock 2 days ago

๐Ÿ’ก Feature Request

Encounter Round Counter Integration with Encounter Notes

Short Summery: A shorter version for a feedback form would be: Please add an encounter round counter that integrates with Encounter Notes. Notes should be able to record when an effect began, its duration in rounds, and whether it expires at the start or end of a turn or round. When the expiration point is reached, the note should automatically be removed or archived. Entity IDs and effect IDs could be used to associate each note with the correct character, monster, spell, or ability. This would improve tracking for spell durations, cooldowns, concentration, temporary effects, and other round-based mechanics. Full feature request: Please consider adding an encounter round counter that is directly integrated with Encounter Notes. The encounter tracker should display the current round and initiative turn, with each round advancing automatically when the turn order cycles back to the first participant. Encounter Notes could then include a round-based timestamp or expiration field, such as: Effect started: Round 3 Duration: 5 rounds Expires: At the start or end of Round 8 Source/entity ID: The relevant character, monster, spell, or effect When the specified expiration round is reached, the system could automatically remove or archive the associated Encounter Note. This would be useful for tracking spell durations, temporary conditions, cooldowns, concentration effects, environmental effects, and abilities with delayed expiration. It would also be helpful if notes could specify whether an effect ends: At the start of an entityโ€™s turn At the end of an entityโ€™s turn At the start or end of a round After a specified number of rounds When a particular event occurs, such as an attack being made Using entity IDs or unique effect IDs would help ensure that notes remain associated with the correct character, monster, spell, or ability, even when multiple effects have the same name. This would make duration tracking more reliable and reduce the need for the GM or AI to estimate how many rounds have passed manually. This is a feature request that I an Franz (your AI) came up with for wording well Franze Worded it and I just came up with the idea. Please and Thank you.

Shadowgrimer 6 days ago

๐Ÿ’ก Feature Request

Clear division on quests/chapters/etc during campaign

Please, add a clear division on quests/chapters/etc during campaign - constant pushing from Franz during campaign is utterly disgusting. No side moves, no time to sort and sell loot, no time to make some social interactions with NPCโ€™s which not in party. Stopped a ritual of the cult? - There is a freakinโ€™ piece of parchment and now second ritual would be in an hour? Stopped it - there are another shit happened right now and you need to run forward againโ€ฆ Itโ€™s really unnatural and shitty. Also surely there are no rewards for any of that completed things and Franz forget about all, what was done, in 3-5 turns. Give a player a normal pace and time to chill (and Franz ignoring Downtime mod, still continue that endless push ๐Ÿคฎ )

Alidamara 7 days ago

1

๐Ÿ’ก Feature Request

Flexible Stats/Fields

Similar have been requested but not explicitly this/these nor as encompassing as alphabetical inputs in currently numerical fields. Issue I forsee is Roll limitations, and solutions that can work are either treat anything above a C as a +1 modified anything below as a -1 Or simply make it skip modifier and bring up a blank no modifier dice roll where you need to input the modifier ideally with it still showing your characterโ€™s field value as displayed so the player can quickly identify and dictate what + or - proficiency that would translate to. Requested Features; -Higher limits on Levels, stats, etc. (three digit stat/level caps Ideally) -Alternatives to linear numerical stats/no limit on the input on a character sheet. (So Strength: A can be used over Strength: 14) Possible Solutions/Ideas; -Allowing a Character sheet to reference/direct AI to a Lore page. -Making it so Franz can edit a lore page ideally in select fields but otherwise just treating the Lore page character sheet like a character sheet and thus not editing it often unless directed to do so.

Jasen117 9 days ago

1

๐Ÿ’ก Feature Request

Feature Request: Multi-Window Support / Modular UI for Multi-Monitor In-Person Play

Hi team! I just discovered Friends & Fables and love what youโ€™ve built. I am in the process of trying to setting up a local session where my brotherโ€”who normally DMsโ€”can finally play as a player and want to run the game on a laptop that we have connected to two external monitors (3 screens total). When attempting to run the site and spread it across the 3 screens is difficult so we can break each section apart (Franz, The Map and the other items Turn order, characters, etc.) We tried to setup multiple sessions across 3 open browser tabs (thinking each tab in each screen will update after the Franz screen updates, but doesnโ€™t unless we manually refresh the screen on each montior), also the current layout makes it hard to isolate elements: side menus take up permanent screen real estate, panels cannot be hidden or centered, and the chat UI has a minimum width constraint. Feature Request / Suggestions: Detachable / Pop-Out Windows: The ability to open key views (such as the main Franz narrative chat, the tactical battle map, and party/character stats) as standalone, pop-out windows. This would allow host GMs to drag distinct views onto different physical monitors natively. Modular / Customizable UI Layout: Adding toggle options to collapse/hide sidebars, or allowing drag-and-drop widget customization so users can resize, center, or hide specific UI panels based on their multi-monitor setup. This could be a massive quality upgrade for anyone running in-person group sessions or streaming on multi-display setups. Thank you for considering and for putting together quite an awesome system, looking forward to supporting this product!

Venom76 9 days ago

๐Ÿ’ก Feature Request