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Plot Summary

Presently, the Plot Summary does a mixed job of handling the current story. During certain scenes where a lot is happening, it does very well, but it is also very likely to randomly prune a large chunk of the plot and become very stupid. I know that there’s only so much that should be stored there, and unimportant or expired details should be pruned. Though I really wonder if a long-term(ish) summary that summarizes important points from the current story (going back only a few scenes or so), as well as what the known goals for the future are (i.e. quests or stated objectives) would be helpful. That way, the Plot Summary can keep working as it does while there’s something else trying to keep the plot straight. So if I’m on a mission to meet Queen Ayrenn in her keep, but I need to talk to some guards and handle a chore first, something is going to remember that at some point the player wanted to meet with the queen without the player needing to reiterate or remind everyone of that fact.

TheNameJame 1 day ago

📥 Feedback

Better Quest Generation & Management

Currently, the AI does not automatically generate quests using the Quests system, though is capable of going off any quests that are player made. I believe Franz handles on-the-fly kinds of quests right now by sometimes putting them in temporary context blocks or in the Plot Summary. This is substandard for many reasons, though I do not think quests should be automatically constructed using the Quests system either. The current loose automatic setup means that if you focus in on anything that isn’t a quest, it is prone to being forgotten. If you use the Quests system, Franz seems to be confused about what constitutes completion and will circle back around already-completed objectives if he doesn’t perceive that a step has been completed. Currently, I get around the matter of quests being dumb or losing the plot entirely by making a memory context block with the quest explanation that doesn’t expire, which I later can disable. I guess what I’m just saying is that the quests are not well managed outside of player micromanagement, which can make following quest plots a bit of a hassle. The alternative to this being following plots immediately and constantly reiterating the objective, or reviving quest hooks later and letting Franz pretend he definitely knows what you’re talking about.

TheNameJame 1 day ago

1

💡 Feature Request

FRANZ says I don’t have spells prepared

I have spells prepared. I go to cast the spell. Franz says “but you realize you do not have that spell prepared or available in your current repertoire“ whenever I haven’t cast that spell in awhile. It happens so much I had Franz make an instruction stating: “Spell Casting Mechanics for Player: When the player character Giller states that they cast a spell that they have prepared and have an available spell slot, the spell must succeed. The DM may not declare the spell failed or indicate it is not in the player's repertoire. The spell always works as described by the player, unless a narrative reason that was already established before the casting prevents it. This rule overrides any previous guidance about possible spell failure.” And it’s still happening. This is frustrating because I mostly pay for and use credits for my messages, preferring GML-4.7 and whenever this error happens I waste at least 2-3 messages correcting FRANZ, tripling the cost and having to deal with the issue.

RevenReborn

1

🐛 Bug Reports