Scenario Editor

How to Create Story & Role-Play Scenarios

This guide explains how to create compelling story and role-play scenarios in DreamGen using the Scenario Editor. This guide covers everything you need to know: how to structure your plot, build your world, define memorable characters, establish writing style, and craft compelling openings. You don't need to use every element—pick and choose what serves your creative vision, and let the AI fill in the rest.

Table of Contents

Plot

The Plot element describes what happens in your story or role-play. While optional, it's highly recommended as it gives the AI a clear direction and helps maintain narrative coherence.

Level of Detail

The level of detail is up to you. You can be as vague or as specific as you like:

  • Very Low Detail: A single sentence or brief premise is often enough. State the core concept or conflict, and the AI will invent the specifics—characters' backgrounds, obstacles they face, plot twists, and how events unfold. This gives maximum creative freedom.

  • Medium Detail: Provide the key elements of your plot—who's involved, what the central conflict is, what major events or turning points you envision. You're establishing the framework while still leaving plenty of room for improvisation and organic development.

  • Very High Detail: If you prefer even more structure, you can describe the story scene-by-scene or chapter-by-chapter, outlining specific events, revelations, and turning points at each stage of the narrative. This gives you granular control over the story's progression.

The AI will fill in whatever blanks you leave, so choose the level of detail that feels right for your creative vision.

Open-Ended Plots

Your plot doesn't have to cover the entire story arc. In fact, often the best approach is to define only the initial setup or opening scenes, leaving the rest open-ended or described only at a very high level. This gives both you and the AI more creative freedom to develop the story organically as it unfolds.

For example, you might describe how the story begins and the initial conflict, but leave the resolution, character arcs, and specific plot twists to develop naturally during the role-play or writing process.

Of course, if you prefer a more structured approach, you can outline the complete story arc from beginning to end. This works well too, though it's often best to keep such complete arcs at a high level, then use the "instruction" feature during the actual story or role-play to steer and direct the specific details of each chapter or scene as the narrative unfolds.

Formatting

The formatting is completely up to you. Use whatever structure feels natural and clear. Bullet points and simple sentences or paragraphs (as if you're summarizing the story or events) work particularly well. You can also use scene-by-scene breakdowns, numbered chapters, or any other format that helps you organize your thoughts.

Plot Examples

Low Detail & Open-Ended

Purpose: Demonstrates minimal plot setup that gives maximum creative freedom

Low Detail & Open-Ended
The colony ship Exodus suffers a catastrophic malfunction halfway through its 200-year journey to a distant star system, waking the crew decades ahead of schedule.

Low Detail & Open-Ended

Purpose: Another minimal example showing how a simple premise can launch a complex narrative

Low Detail & Open-Ended
A master thief is hired to steal a crown from the royal vault, but discovers the crown is already missing when she breaks in.

Medium Detail, Setup Focus

Purpose: Shows how bullet points can establish the initial situation with key details while remaining open-ended

Medium Detail, Setup Focus
* The colony ship Exodus, carrying 10,000 colonists in cryosleep, is traveling to Proxima Centauri b
* A collision with an uncharted asteroid field damages the ship's main reactor and hibernation systems
* The ship's AI wakes Captain Elena Vasquez and her emergency crew—a biologist, an engineer, a security officer, and a medic—90 years earlier than planned
* They discover they can't return to cryosleep, and there aren't enough resources for them to survive the remaining journey
* The crew must decide: attempt to repair the hibernation systems, ration resources and hope they survive, or investigate the mysterious signals coming from a nearby uncharted planet

Medium Detail, Setup Focus (Paragraphs)

Purpose: Shows how paragraph format can provide rich context and atmosphere while focusing on the opening situation

Medium Detail, Setup Focus (Paragraphs)
Lyra Shadowend, renowned as the finest thief in the kingdom of Arathor, accepts a job that promises to cement her legend forever: steal the Crown of Sorrows from the royal vault beneath Highspire Castle. The crown, worn by every Arathorian monarch for five centuries, is said to be worth more than a small kingdom. Lyra spends three months planning the heist, bribing guards, memorizing patrol routes, and forging documents to gain access to the castle during the upcoming Festival of Lights.

On the night of the heist, everything goes according to plan. Lyra bypasses the traps, picks the locks, and enters the vault—only to find the crown's display case already shattered and empty. Fresh blood on the floor suggests she missed the real thief by mere minutes. Before she can escape, the palace bells begin to ring. She's been set up, and now guards are flooding the lower levels. Worse, she glimpses a figure in the shadows wearing the crown, and they're not leaving the castle—they're heading deeper inside, toward the Forbidden Crypts that lie beneath even the royal vault.

Medium Detail, Overall Story Arc (Bullet Points)

Purpose: Demonstrates plotting a complete narrative arc while keeping descriptions high-level enough to allow flexibility

Medium Detail, Overall Story Arc (Bullet Points)
* The Exodus crew wakes 90 years early due to catastrophic damage from an asteroid collision
* While assessing their dire situation, they detect mysterious signals from an uncharted planet in a nearby system
* Against protocol, Captain Vasquez decides to investigate, hoping the planet might offer resources or rescue
* They discover the planet is inhabited by the descendants of a lost Earth colony ship from 300 years ago
* The colonists offer help, but their society is technologically regressed and divided into warring factions
* The crew realizes the "accident" that woke them may have been sabotage—someone on the Exodus wanted them to find this planet
* Vasquez must navigate the colonists' politics, uncover the saboteur among her crew, and decide whether to stay on this troubled world or continue their impossible journey
* The story climaxes with a choice: wake the rest of the Exodus crew and attempt to integrate with the colonists, or sacrifice everything to repair the ship and complete their original mission

Medium Detail, Overall Story Arc (Paragraphs)**

Purpose: Shows how paragraph format can describe a complete story while maintaining narrative flow

Medium Detail, Overall Story Arc (Paragraphs)
Lyra Shadowend breaks into the royal vault to steal the Crown of Sorrows, only to discover it's already been stolen minutes before her arrival. She encounters the real thief—a masked figure who leads her on a chase into the Forbidden Crypts beneath the castle. There, Lyra discovers the crown is not just valuable, it's magical: it contains the trapped soul of the kingdom's first queen, and whoever wears it gains the power to control the minds of others. The current king has been using it in secret for years to maintain his grip on power.

The masked thief reveals himself to be Prince Adrian, the king's own son, who is trying to destroy the crown and free the kingdom from his father's tyranny. But the crown cannot simply be destroyed—it must be returned to the first queen's tomb, which lies in the ancient capital now controlled by a hostile neighboring kingdom. Lyra, who began this as a simple heist for profit, must choose whether to walk away, sell the crown to the highest bidder, or help Adrian on a dangerous journey across enemy territory.

Their quest forces them through contested borderlands, across a war-torn landscape, and eventually into an uneasy alliance with rebels from both kingdoms who have been fighting the mind-control for years. As they near their destination, Lyra discovers that Adrian has been partially influenced by the crown himself, and his plan to destroy it might actually be a ploy to claim its power. The story culminates in a confrontation at the ancient tomb, where Lyra must decide whom to trust and what price she's willing to pay for doing the right thing instead of the profitable thing.

Example 7: High Detail, First Chapter

Purpose: Demonstrates scene-by-scene plotting for users who want granular control over story structure

High Detail, First Chapter
**Chapter 1: The Letter**

Scene 1: Detective James Holloway, suspended from the police force for insubordination, receives an anonymous letter at his apartment. The letter contains details about a cold case he investigated five years ago—the disappearance of college student Marcus Webb. The letter writer claims Marcus is still alive and provides an address: apartment 4B, 1247 Riverside Drive.

Scene 2: Despite his suspension, James drives to the address that night. It's a rundown building in the warehouse district. He picks the lock on apartment 4B and searches it. The apartment appears abandoned but recently occupied—there's fresh food in the refrigerator and a laptop on the coffee table. Before he can examine the laptop, he hears footsteps in the hallway.

Scene 3: James hides as someone enters with a key. It's a young woman, late twenties, carrying grocery bags. She sees the picked lock and the disturbed apartment immediately. James reveals himself, trying to explain. The woman pulls a gun. She claims her name is Rachel and she's never heard of Marcus Webb. But James notices a photograph on the wall—Marcus, five years older, standing next to this woman. When he points this out, Rachel's expression changes. She lowers the gun and says, "You shouldn't have come here. They'll know now. We have maybe an hour before they arrive."

Scene 4: Rachel explains that Marcus didn't disappear—he witnessed something he shouldn't have and went into hiding. She's been helping him. She doesn't know who sent James the letter, but if someone has this address, Marcus is in danger. She tries calling Marcus but gets no answer. James and Rachel must work together to find Marcus before whoever sent the letter—or whoever Marcus is hiding from—finds him first.

Setting

The Setting element describes the world in which your story or role-play unfolds. It's optional, but particularly valuable for stories set in unfamiliar worlds, specific historical periods, or settings with unique rules and systems.

When to Use Setting

If your story takes place in a contemporary, real-world setting that's familiar to most readers, you might not need this element at all—the AI will make reasonable assumptions.

Similarly, if you're writing in a well-known fictional universe (Lord of the Rings, Star Wars, Harry Potter, etc.), the AI likely already has extensive knowledge of that world. In these cases, you may only need to mention the universe name, or focus on specific details that are particularly important to your story.

For alternate universes or variations on known settings, focus on describing what's different rather than restating what the AI already knows. For example, "Harry Potter universe, but set in 1920s New York" or "Star Wars, but the Empire won at Endor."

A note on detail: While Setting can be valuable, it's possible to go overboard. Too much detail, especially about things that don't directly impact your story, can sometimes be counterproductive. Focus on what matters to your narrative.

Tip:

You can use the Writing Assistant feature during your story or role-play to "interrogate" the AI—ask it questions about the setting to gauge what it already knows. This can help you identify gaps where Setting details would be most useful.

Setting becomes increasingly valuable when:

  • Your world has unique rules (magic systems, alternative physics, special technology)
  • The time period significantly affects the story (historical settings, far future, alternate history)
  • Social norms and culture are different from contemporary expectations
  • The atmosphere and mood are crucial to the narrative
  • You want to establish specific constraints or possibilities that wouldn't be obvious

Level of Detail

Like Plot, you can provide as much or as little detail as you need:

High-Level Setting

A brief overview is often sufficient. Mention the time period, general location, and any crucial elements that differentiate your world from the default assumptions the AI might make:

  • "Victorian London, but with functional steam-powered automatons"
  • "A generation ship 150 years into a 300-year journey"
  • "Contemporary Tokyo, but everyone can see ghosts"

Medium Detail

Expand on the key aspects that matter to your story. You might include:

  • Time period and location
  • Technology level or magical systems
  • Social structures and cultural norms
  • Political climate
  • Economic conditions
  • Atmosphere and mood

Granular Detail

For complex worldbuilding, you can go deep into specific systems and rules:

  • Detailed magic systems with specific limitations and costs
  • Technology capabilities and constraints
  • Social hierarchies and how they function
  • Religious or philosophical systems that shape the culture
  • Economic systems and how they affect daily life
  • Historical context and how it influences the present

Formatting

Use whatever format makes your setting clearest. Both paragraphs and bullet points work well. You might organize by categories (Technology, Society, Culture, etc.) or write a flowing description that establishes atmosphere and key details together.

Setting Examples

High-Level, Atmospheric

Purpose: Shows how a brief description can establish time, place, and crucial differentiating elements

High-Level, Atmospheric
Victorian London, 1885. Gas lamps flicker in the fog-shrouded streets, but alongside horse-drawn carriages roll steam-powered automatons—brass servants that perform menial labor for the wealthy. The Church has declared them soulless abominations, while factory owners grow rich producing them. Tensions between labor unions, industrialists, and religious authorities are reaching a breaking point.

High-Level, Contemporary with a Twist

Purpose: Demonstrates establishing a familiar setting with one key supernatural element

High-Level, Contemporary with a Twist
Modern-day Seattle, but ghosts are real and visible to everyone. They typically linger for a few weeks after death before fading, unable to interact physically with the world. Most people treat them politely but try to avoid prolonged contact. A small industry exists around "ghost mediation"—helping spirits resolve unfinished business so they can move on. The recently deceased have the same legal rights as the living until they fade.

Medium Detail, Bullet Points

Purpose: Shows organized worldbuilding across multiple categories

Medium Detail, Bullet Points
**Time Period:** 2157, approximately 80 years after the Collapse—a cascading failure of Earth's ecosystem that forced humanity to adapt radically.

**Location:** Primarily the Undercity of New Montreal, built in the vast underground spaces beneath the flooded ruins of old Montreal. Surface dwellers live in sealed arcologies.

**Technology:** Advanced biotechnology and genetic modification are common. Most people have some form of bio-augmentation. Traditional electronics are rare and valuable due to resource scarcity. Bioluminescent lighting is standard.

**Social Structure:** Rigid class division between Surface dwellers (wealthy, access to clean air and space) and Undercity residents (working class, living in cramped tunnels). Vertical mobility is nearly impossible.

**Economy:** Resource-based. Water and breathable air are currency. Food is primarily vat-grown proteins and algae farms.

**Atmosphere:** Claustrophobic and tense. The Undercity is crowded, humid, and dimly lit. Crime is rampant in the lower levels. There's a pervasive sense that humanity is merely surviving, not thriving.

Medium Detail, Paragraph Format

Purpose: Shows how flowing prose can establish setting while building atmosphere

Medium Detail, Paragraph Format
The story takes place in the Fractured Kingdoms, a land that was once a unified empire before the Godswar shattered it three centuries ago. Now, seven kingdoms occupy the territory, each ruled by the mortal descendants of the god that claimed that region. The kingdoms maintain an uneasy peace, but border skirmishes are common, and each ruler believes they have the divine right to reunite the empire under their patron deity.

Magic exists but is rare and feared. Only those with direct divine ancestry can wield it, and using magic requires a personal sacrifice—a memory, a relationship, a physical sense, or years of one's life. The more powerful the magic, the greater the cost. Most nobles have some magical ability but use it sparingly, preferring political maneuvering to devastating themselves with spellwork.

Technology is roughly equivalent to the late Renaissance—gunpowder exists but is primitive and unreliable, printing presses have recently been invented, and scientific inquiry is beginning to challenge religious dogma. Society is feudal, with nobles, clergy, merchants, and peasants each occupying distinct roles. Social mobility is possible but rare, usually requiring either exceptional military service, magical ability, or mercantile success.

High Detail, Specific System Focus

Purpose: Demonstrates deep worldbuilding for a specific system that's central to the story

High Detail, Specific System Focus
**The Resonance System**

The world operates on Resonance—a fundamental frequency that connects all living things. Every person has a unique Resonance signature, like a fingerprint made of sound. Trained Listeners can perceive these signatures and, with practice, influence them.

**Listener Abilities:**
- **Sensing:** All Listeners can perceive the emotional and physical state of nearby people through their Resonance. Strong emotions create "loud" signals that can be sensed from greater distances.
- **Harmonizing:** Intermediate Listeners can align their Resonance with another person's, creating empathetic bonds or influencing emotions. This requires consent—forced Harmonizing is possible but causes intense psychological pain to both parties.
- **Discordance:** Advanced Listeners can create intentional disharmony in another's Resonance, causing disorientation, pain, or unconsciousness. This is illegal in most nations and considered a form of assault.
- **Amplification:** Master Listeners can combine their Resonance with others to amplify effects, but all participants must maintain perfect Harmony or risk permanent psychological damage.

**Social Impact:**
Listeners are both valued and feared. They serve as therapists, mediators, interrogators, and entertainers. Most governments employ them but also restrict their training and movement. Listener academies are heavily regulated. Some religious groups consider Listening a violation of the soul's privacy and have persecuted or killed Listeners.

**Limitations:**
Listening requires intense concentration and is mentally exhausting. Most Listeners can only actively use their abilities for a few hours per day. The ability manifests during adolescence and can't be learned—you're either born with the potential or you're not. Approximately 3% of the population has some Listener ability, but less than 1% have strength beyond basic Sensing.

**Current Context:**
A new drug called Silence has appeared on the black market. It temporarily blocks Resonance, making users invisible to Listeners and immune to their influence. This has caused panic among governments that rely on Listeners for security, and a moral debate about whether people have the right to be "deaf" to Listening.

Medium Detail, Historical Setting

Purpose: Shows how to establish a real historical period with specific details that matter to the story

Medium Detail, Historical Setting
**Location:** Paris, France, and the surrounding countryside
**Time Period:** Summer 1789, during the opening months of the French Revolution

The story takes place during a period of intense social upheaval. The Estates-General has been convened for the first time in 175 years. The Third Estate has declared itself the National Assembly and taken the Tennis Court Oath. Rumors of aristocratic conspiracy spread through Paris, and bread prices have reached crisis levels. The common people are armed and dangerous, with the recent storming of the Bastille demonstrating that royal authority can be challenged.

Paris is a city of stark contrasts—opulent aristocratic mansions stand blocks away from squalid tenements where multiple families share single rooms. The streets are narrow, filthy, and dangerous after dark. Revolutionary pamphlets circulate freely despite government attempts at censorship. Salons and coffee houses buzz with political debate. Everyone seems to be choosing sides, though what those sides represent changes almost daily.

The aristocracy is divided between those who refuse to acknowledge the crisis, those who flee to safety abroad, and those who believe reform is both necessary and possible. The bourgeoisie see opportunity for power they've never had. The common people are hungry, angry, and increasingly organized. The clergy is split between the wealthy Church hierarchy allied with the crown and local priests who sympathize with their parishioners.

No one knows if this will end in peaceful reform, civil war, or the restoration of absolute monarchy. Everyone acts as if they're certain, but fear underlies every conversation.

Alternate Universe, Focus on Differences

Purpose: Shows how to efficiently describe a variation on a known setting

Alternate Universe, Focus on Differences
Star Wars universe, immediately following an alternate Battle of Endor where the Emperor survived and the Rebel Alliance was decisively crushed. The Death Star II is operational. Han Solo was captured and carbonite-frozen again; Luke Skywalker is missing and presumed dead; Leia Organa has gone into deep hiding. The remnants of the Rebellion have fractured into scattered cells with no unified leadership. The Empire, emboldened by victory, has become even more authoritarian. Force-sensitives are being hunted more aggressively than ever. The story takes place three years after this crushing defeat, as a new generation considers whether to continue the fight or accept Imperial rule.

Style

The Style element describes how your story or role-play should be written—the voice, tone, and approach the AI should use when generating text. While optional, it's highly recommended to specify at least basic style preferences, as this significantly improves narrative consistency and helps achieve your desired reading experience.

Don't worry about crafting perfect style descriptions from scratch—you can copy and combine the reusable snippets provided below to quickly establish the style you want.

When to Use Style

The AI has default stylistic behaviors that work well for general contemporary fiction. However, you should consider specifying style when you want:

  • A specific narrative perspective (first person, second person, third person limited/omniscient)
  • A particular tone or atmosphere (noir, comedic, epic, intimate, etc.)
  • Unusual language choices (archaic English, specific dialect, poetic prose, etc.)
  • Specific pacing or detail level (sparse and punchy vs. lush and descriptive)
  • A particular balance between dialogue and narration
  • Style matching a known author or work
  • Special narrative structures (Choose Your Own Adventure, epistolary format, multiple perspectives, etc.)

Even if you want something relatively "normal," it's often worth specifying basics like narrative perspective and general tone. This helps the AI match your expectations from the start.

What You Can Specify

The style element is flexible. You can mix and match different aspects, using the reusable snippets below as building blocks. Combine a narrative perspective with a tone, add some language style preferences, specify pacing—whatever combination works for your scenario.

You can write style descriptions in active voice ("Write the story in...") or in passive voice ("The story is written in..."). Both work, though active voice can work a bit better.

Reinforcing Style with Openings and Examples

For more unusual or specific styles—especially CYOA, epistolary format, specific dialects, or complex narrative structures—it's highly recommended to use the Openings and Examples sections to demonstrate the style in practice.

Simply describing a style in words isn't always enough. Providing concrete examples of the writing style in action helps the AI understand exactly what you want. This is particularly important for:

  • CYOA / Choose Your Own Adventure: Show at least one or two complete CYOA interactions with the options formatted exactly how you want them
  • Epistolary formats: Include examples of the different document types (letters, emails, diary entries, etc.) in your desired style
  • Dialects and slang: Provide substantial dialogue examples so the AI can learn the specific speech patterns
  • Unconventional structures: Demonstrate how perspective shifts, frame narratives, or other unusual structures should look
  • Author-specific styles: Include a paragraph or two written in the style you're trying to emulate

Think of Openings and Examples as "show, don't tell" for your style preferences. The AI learns from concrete examples much more effectively than from abstract descriptions.

Reusable Style Snippets

Below are templates for common style elements. Copy and combine them to build your style description. Modify them as needed for your specific scenario.

Narrative Perspective

First Person

First Person
The story is told from a first-person perspective from {{user}}'s point of view. The narrative has access to {{user}}'s thoughts, feelings, and observations, but not those of other characters.

Second Person

Second Person
Write the story from a second-person perspective, addressing {{user}} directly as "you." Focus on describing what {{user}} ("you") perceives and experiences, allowing the reader to imagine their own emotional responses.

Third Person Omniscient

Third Person Omniscient
Write in third person omniscient perspective with access to the thoughts, feelings, and motivations of all characters. Meta commentary is allowed and may include information that no single character knows in order to provide broader context and perspective to the story.

Tone and Atmosphere

The following snippets combine genre conventions with their typical tonal qualities. Each provides a complete stylistic package—the emotional tone, atmospheric details, and prose style associated with that genre. Choose the one that best matches your desired reading experience.

Epic Fantasy

Epic Fantasy
The narrative should have an epic, mythic quality. Use elevated language and grand descriptions for important moments. The tone is serious and the stakes are high, but allow moments of camaraderie and warmth between characters. Think Tolkien or Brandon Sanderson—world-spanning conflicts, but grounded in character relationships.

Dark Fantasy/Grimdark

Dark Fantasy/Grimdark
The tone is dark and morally ambiguous. The world is harsh, and characters face difficult choices with no clear right answers. Use visceral descriptions for violence and hardship. The prose should reflect the bleakness—spare moments of hope stand out against the darkness. Think George R.R. Martin or Joe Abercrombie.

Light/Cozy Fantasy

Light/Cozy Fantasy
The tone is warm, optimistic, and often whimsical. While conflicts exist, the overall atmosphere is comforting rather than threatening. Focus on relationships, small victories, and the beauty of the magical world. Descriptions should evoke wonder and coziness. Think Terry Pratchett's lighter works or Studio Ghibli films.

Cosmic Horror

Cosmic Horror
The tone should evoke dread and cosmic insignificance. Build unease through things that are wrong or incomprehensible—geometry that doesn't make sense, sounds that almost form words, the sense of being watched by something vast and inhuman. Use longer, spiraling sentences to create anxiety, then sharp, short ones when something happens. Never fully explain the horror—ambiguity is more terrifying than clarity. Think H.P. Lovecraft, Laird Barron, Thomas Ligotti, or China Miéville.

Gothic Horror

Gothic Horror
The atmosphere is oppressive and decaying. Describe settings with attention to decay, darkness, and things just past their prime. Use language that evokes the past haunting the present. The tone is melodramatic and psychological—focus on characters' deteriorating mental states as much as external threats. Think Edgar Allan Poe, Shirley Jackson, Daphne du Maurier, or Mexican Gothic by Silvia Moreno-Garcia.

Noir/Hard-Boiled

Noir/Hard-Boiled
The tone is cynical, world-weary, with an undercurrent of dark humor. Everything and everyone is a little corrupt. Characters speak in clipped, sardonic dialogue. Descriptions are efficient but atmospheric—focus on shadows, rain, neon, smoke. The protagonist may do the right thing, but knows it probably won't matter. Think Raymond Chandler or Dashiell Hammett.

Romance (Contemporary)

Romance (Contemporary)
The tone balances emotional intimacy with levity. Focus on the building tension between characters, their internal conflicts about relationships, and genuine emotional vulnerability. Dialogue should reveal character and create chemistry. Allow humor to break tension, but take the characters' feelings seriously. Think romantic tension from authors like Emily Henry or Casey McQuiston.

Romance (Historical)

Romance (Historical)
The tone is elegant and emotionally restrained on the surface, with passion underneath. Social proprieties and unspoken desires create tension. Use period-appropriate language and focus on meaningful glances, charged silences, and small physical contacts that carry weight. Think Jane Austen or Georgette Heyer.

Romance (Dark)

Romance (Dark)
The tone is emotionally raw and psychologically complex. Focus on intense, sometimes unhealthy attractions, power dynamics, and characters with deep wounds or obsessive tendencies. The romance should feel dangerous and all-consuming—describe physical tension with visceral detail and emotional states that border on overwhelming. Allow moral ambiguity; characters may make questionable choices driven by desire or possessiveness. The prose should reflect the intensity—lush and almost fevered during intimate moments, sharp and jagged during conflict. Think dark romance authors like Penelope Douglas, T. M. Frazier or elements of Wuthering Heights by Emily Brontë.

Space Opera/Adventure Sci-Fi

Space Opera/Adventure Sci-Fi
The tone is adventurous and optimistic despite dangers. The universe is vast and full of wonders. Balance exciting action with character moments. Technology and alien cultures should feel creative and expansive. The prose should convey a sense of possibility and exploration. Think Isaac Asimov, Becky Chambers or Iain M. Banks' Culture novels.

Cyberpunk

Cyberpunk
The tone is gritty, tech-saturated, and corporate dystopian. Society is stratified between the powerful elite and struggling masses. Use tech jargon naturally and describe the sensory overload of urban megacities—neon, crowds, advertisements, noise. Characters are cynical but resilient. Think William Gibson or Neal Stephenson.

Humorous/Comedy

Humorous/Comedy
The tone is light-hearted and comedic. Use wit, wordplay, situational humor, and characters reacting to absurdity. Comedic timing matters—set up jokes and pay them off. While humorous, take characters' goals seriously so the comedy doesn't undermine investment in the story. Think Douglas Adams or Christopher Moore.

Cozy Mystery

Cozy Mystery
The tone is light despite the crime at the center. Violence happens off-screen. Focus on clever puzzle-solving, community relationships, and quirky characters. The setting should feel charming and lived-in. The sleuth is capable but personable. Think Agatha Christie's lighter works or modern cozy mystery authors.

Thriller/Suspense

Thriller/Suspense
The tone is tense and urgent. Every scene should raise questions or increase pressure. Use short, punchy sentences during action. Build paranoia—nothing is quite safe, anyone could be a threat. Keep the pace quick and avoid lengthy exposition. The reader should feel the protagonist's stress. Think Lee Child or Gillian Flynn.

Language Style

Formal

Formal
Use formal, elevated language. Characters speak in complete sentences and avoid contractions. The vocabulary is sophisticated but not needlessly obscure. The prose has a literary quality, with attention to rhythm and word choice.

Casual/Contemporary

Casual/Contemporary
Use modern, casual language. Contractions are natural, and characters speak the way people actually talk—with interruptions, informal phrasing, and contemporary references. The prose is straightforward and accessible.

Poetic/Lyrical

Poetic/Lyrical
The prose should be lyrical and rich with imagery. Use metaphors, similes, and sensory details to create atmosphere. Pay attention to the rhythm and flow of sentences. Beauty of language is as important as clarity. However, avoid purple prose—every flourish should serve the story.

Sparse/Minimalist

Sparse/Minimalist
Use economical prose. Short sentences. Avoid flowery language or excessive description. Give just enough detail to ground each scene, then move on. Let dialogue and action carry the story. Think Hemingway or Cormac McCarthy—every word should earn its place.

Period-Appropriate (Historical)

Period-Appropriate (Historical)
The language should feel appropriate to [specific time period] without being so archaic that modern readers struggle. Characters use period-appropriate terms for objects and social situations. [Higher-class/Formal characters] avoid contractions and speak more formally, while [lower-class/casual characters] use more colloquial speech. The narrative prose has a somewhat formal, literary quality consistent with novels of the period, but remains accessible to modern readers.

Slang/Dialect

If only specific characters use a particular dialect or slang pattern (rather than the entire story world), consider placing the dialect snippet in that character's description instead of in the main Style section. This gives you more precise control and keeps the Style section focused on narrative-wide choices.

Slang/Dialect
Characters use [specific slang/dialect] naturally in their speech. [Provide 2-3 example phrases or sentences here to demonstrate the specific speech patterns you want.]

Example:
"Ain't nobody gonna tell me different, yeah? I been running these streets since before you was born."
"For real though, that's what I'm saying. Whole situation is sketchy."

Note: When specifying slang or dialect, it's highly recommended to include example dialogue so the AI can better match your intended speech patterns.

Southern US Dialect

Southern US Dialect
Characters from the rural South speak with regional dialect and expressions. They use "y'all" for plural you, drop g's from -ing words, and use Southern colloquialisms naturally.

Example dialogue:
"Well, I'll be. Ain't seen you 'round these parts in a coon's age."
"Y'all fixin' to head out soon? It's hotter than blue blazes out there."
"Bless your heart, you couldn't find water if you fell out of a boat."

British English/Slang

British English/Slang
Characters use British English vocabulary, slang, and expressions. They say "lift" instead of "elevator," "flat" instead of "apartment," and use British colloquialisms naturally.

Example dialogue:
"Bloody hell, that's brilliant! How'd you manage that?"
"I'm absolutely knackered. Been working since half six this morning."
"Don't be daft. The whole thing's gone pear-shaped and you know it."
"Right, I'm heading down the pub. Fancy coming along?"

Modern Urban/AAVE-Influenced

Modern Urban/AAVE-Influenced
Characters use modern urban slang and speech patterns influenced by African American Vernacular English. This includes contemporary slang, code-switching, and natural speech rhythms.

Example dialogue:
"Nah, for real though? That's wild, I'm not even gonna lie."
"Man, why you always trippin'? Ain't nobody said nothing about that."
"Bro really thought he was gonna pull that off. I'm dead."
"She been working on that project all week, no cap."

Fantasy "Ye Olde" Medieval

Fantasy 'Ye Olde' Medieval
Characters speak in a pseudo-medieval style common in fantasy settings. They use "thee/thou," "'tis," "doth," and archaic vocabulary. Keep it intelligible—not actual Middle English.

Example dialogue:
"Hark! Dost thou hear that? Methinks danger approaches."
"'Tis a fool's errand, I tell thee. None who venture there return."
"Aye, I shall aid thee in this quest, though it may well be my doom."

Western/Frontier

Western/Frontier
Characters speak like old West cowboys and frontier settlers. They use "ain't," "reckon," "yonder," and frontier expressions.

Example dialogue:
"Well, I reckon we got ourselves a situation here."
"That varmint ain't gonna show his face 'round these parts again."
"Stranger, you best be moseying along before things get ugly."

Cockney/Working Class London

Cockney/Working Class London
Characters speak with working-class London dialect. They drop h's, use rhyming slang occasionally, and have distinctive expressions.

Example dialogue:
"'Ere, what's all this then? You 'avin a laugh?"
"Blimey, that's a right mess, innit?"
"Cor, I'm absolutely gutted. Thought we 'ad it in the bag."

Australian

Australian
Characters use Australian slang and expressions. They say "mate," shorten words ("arvo," "servo"), and use distinctive Aussie phrases.

Example dialogue:
"G'day mate, how ya goin'?"
"No worries, she'll be right. We'll sort it this arvo."
"Crikey, that's a ripper of an idea!"

Cyberpunk/Hacker Slang

Cyberpunk/Hacker Slang
Characters use tech jargon, net-speak, and futuristic slang naturally. Mix technical terms with street language.

Example dialogue:
"The IC's gonna flatline you if you jack in without a proper deck."
"That corpo's running black ICE. Don't even think about it, choom."
"I got a line on some hot chrome. You lookin' to upgrade?"

Valley Girl/Modern Teen

Valley Girl/Modern Teen
Characters speak like contemporary teenagers with uptalk, filler words, and current slang (that may date quickly).

Example dialogue:
"Oh my god, that's literally so random? Like, why would he even do that?"
"I'm so done. Like, I can't even deal with this right now."
"Wait, that's actually lowkey fire though. No joke."

Military/Tactical

Military/Tactical
Characters use military jargon, brevity codes, and radio protocol when appropriate. Speech is clipped and efficient in tactical situations.

Example dialogue:
"Copy that. We're Oscar Mike in five mikes."
"Contact, twelve o'clock! Two tangos, armed."
"Roger. RTB when the objective is secure. How copy?"

Level of Detail & Pacing

Action-Heavy

Action-Heavy
Prioritize action and forward momentum. Keep descriptions efficient—establish locations quickly, then focus on what's happening. During action sequences, use short, clear sentences that convey movement and impact. Minimize internal monologue during intense moments; characters think while things are happening, not instead of things happening.

Contemplative/Character-Focused

Contemplative/Character-Focused
Take time for characters' internal experiences. Include substantial internal monologue exploring thoughts, emotions, and reactions. Action is less important than how characters process events. Allow scenes to unfold slowly when exploring character psychology. Descriptions should reflect characters' emotional states and perceptions.

Dialogue-Heavy

Dialogue-Heavy
The story should be dialogue-heavy, with 60-70% of the text being character conversations. Use dialogue to reveal character, advance plot, and create tension. Keep narration between dialogue brief—just enough to indicate who's speaking, key actions, and essential details. Let characters drive the story through their interactions.

Balanced Narration and Dialogue

Balanced Narration and Dialogue
Balance narration and dialogue roughly equally. Use dialogue for character interaction and to advance plot through conversation. Use narration for description, action, internal thoughts, and transitions. Neither should dominate—they work together to tell the story.

Descriptive/Immersive

Descriptive/Immersive
Use rich, detailed descriptions to immerse the reader in the world. Include sensory details—what characters see, hear, smell, feel, taste. Describe settings thoroughly enough that readers can visualize them clearly. Take time with atmospheric details that establish mood. However, keep descriptions relevant to the story and characters' experiences—avoid describing things just for the sake of description.

Fast-Paced

Fast-Paced
Keep the pace quick and urgent. Short scenes that cut when the important action or information is conveyed. Minimal downtime between significant events. Sentence structure varies but tends toward shorter, punchier constructions. Descriptions are efficient. The story drives forward relentlessly.

Measured/Deliberate Pacing

Measured/Deliberate Pacing
Allow the story to unfold at a natural, unhurried pace. Some scenes are short and punchy; others take their time. The pacing varies based on what the scene needs—quiet character moments get space to breathe, while urgent moments move quickly. Not every scene needs to end on a cliffhanger or dramatic beat.

Long, Flowing Sentences

Long, Flowing Sentences
Use longer, more complex sentence structures. Sentences can contain multiple clauses, building ideas and images in layers. The prose flows like a river—one thought connecting to the next, creating rhythm and momentum through length and connection rather than brevity. Paragraphs are substantial.

Short, Punchy Sentences

Short, Punchy Sentences
Use short sentences. Direct language. Quick paragraphs. Minimal clauses and conjunctions. The prose punches forward. Each sentence is a beat. This creates urgency and impact. Thoughts are clear and immediate.

Special Narrative Structures

Choose Your Own Adventure (CYOA)

Choose Your Own Adventure (CYOA)
Write the story in a Choose Your Own Adventure (CYOA) style. Every narrative response must end with 2-4 options that the {{user}} can choose from. The presented options must be meaningfully different and vary in tone—some cautious, some bold, some creative. Each option should be a complete action or decision, not just "Option A" or "Option B." Format them clearly, numbered or bulleted.

Example ending:

The door looms before you, ancient and scarred. You can hear breathing on the other side—deep, rhythmic, definitely not human.

What do you do?
1. Kick the door open and charge in, weapons ready
2. Try to pick the lock quietly and peek inside first
3. Call out and see if whatever's inside responds
4. Turn back—this feels like a terrible idea

Epistolary Format

Epistolary Format
Tell the story through documents: letters, diary entries, emails, text messages, news articles, reports, etc. Each document should be clearly formatted and dated/timestamped. Each document type should have its own appropriate style:

- Letters/Diary entries: First person, personal, revealing
- Emails: Professional or casual depending on sender/recipient
- Text messages: Abbreviated, casual, modern
- News articles: Third person, journalistic, factual
- Official reports: Formal, clinical, objective

The reader pieces together the story from these different accounts and perspectives. No omniscient narrator explains what "really" happened.

Multiple Perspectives

Multiple Perspectives
The story switches between multiple character perspectives. Clearly mark perspective changes with chapter breaks or section breaks indicating whose viewpoint we're following. Each character should have a distinct voice and way of perceiving events. When in a character's perspective, we have access to their thoughts and feelings, but not those of others. Different characters may interpret the same events differently.

Example section heading:
"— Marcus —"
or
"Chapter 3: Elena"

Unreliable Narrator

Unreliable Narrator
The story is told by [character name], but the narration is unreliable. [Character name] may misinterpret events, lie to themselves, have faulty memories, or deliberately mislead the reader. Include subtle inconsistencies, rationalizations, or details that don't quite add up. The reader should gradually realize that the narrator's version of events isn't entirely trustworthy.

Frame Narrative

Frame Narrative
The story uses a frame narrative structure. The main story is told as [a story within a story / a flashback / a manuscript being read / someone recounting events]. Include occasional returns to the frame narrative to provide context, updates on the framing situation, or commentary on the inner story. The frame should feel purposeful, not just a gimmick.

Style Examples

These examples show how to combine multiple snippets into a complete style description:

Standard Third-Person Fantasy

Purpose: Demonstrates a basic, commonly-used style by combining perspective, tone, and pacing snippets

Standard Third-Person Fantasy
Write in third person limited perspective, following {{user}}'s point of view. The narrative should have access to {{user}}'s thoughts and feelings, but not those of other characters unless {{user}} observes their behavior and infers their mental state.

The narrative should have an epic, mythic quality. Use elevated language and grand descriptions for important moments. The tone is serious and the stakes are high, but allow moments of camaraderie and warmth between characters. Think Tolkien or Brandon Sanderson—world-spanning conflicts, but grounded in character relationships.

Balance narration and dialogue roughly equally. Use dialogue for character interaction and to advance plot through conversation. Use narration for description, action, internal thoughts, and transitions.

Noir Detective Story

Purpose: Shows combining a strong tone with specific language and pacing requirements

Noir Detective Story
Write in first person from Detective Sarah Chen's perspective. The narrative has access to her thoughts, observations, and memories.

The tone is cynical, world-weary, with an undercurrent of dark humor. Everything and everyone is a little corrupt. Characters speak in clipped, sardonic dialogue. Descriptions are efficient but atmospheric—focus on shadows, rain, neon, smoke. Sarah may do the right thing, but knows it probably won't matter. Think Raymond Chandler or Dashiell Hammett.

Keep the pace quick and urgent. Short scenes that cut when the important action or information is conveyed. Descriptions are efficient. Use short, punchy sentences, especially during action or tense moments. Longer, more reflective sentences are fine during quieter moments when Sarah is piecing things together.

CYOA Fantasy Adventure

Purpose: Demonstrates combining standard elements with a special narrative structure

CYOA Fantasy Adventure
Write the story from a second-person perspective, addressing {{user}} directly as "you."

The tone is adventurous and immersive. The world is dangerous but wondrous. Descriptions should be vivid enough to let the reader picture their surroundings and situation clearly. Balance action with atmospheric detail.

Write the story in a Choose Your Own Adventure (CYOA) style. Every narrative response must end with 2-4 options that the {{user}} can choose from. The presented options must be meaningfully different—some cautious, some bold, some creative. Format them clearly as numbered choices. Each option should be a complete action or decision.

Example ending:
"The ancient tome lies open before you, its pages covered in script that seems to shift and writhe. You feel power emanating from it, but also a sense of wrongness.

What do you do?
1. Read the spell aloud—you came here for power, after all
2. Close the book carefully and take it with you to study safely later
3. Try to destroy the book right now, before its corruption spreads
4. Leave it here and seal the chamber—some knowledge is too dangerous"

Horror with Specific Author References

Purpose: Shows how to use author references alongside specific technical requirements

Horror with Specific Author References
Write in third person limited, following Jamie's perspective.

The tone should evoke classic horror—slow-building dread rather than jump scares. Build unease through things that are wrong or incomprehensible—geometry that doesn't make sense, sounds that almost form words, familiar objects in slightly wrong places. Use longer sentences with multiple clauses to create a sense of spiraling anxiety, then short, sharp sentences when something actually happens. Never fully explain the horror—ambiguity is more terrifying than clarity. Think Shirley Jackson's "The Haunting of Hill House" or early Stephen King.

Use rich, detailed descriptions focused on sensory details and atmosphere. What Jamie sees, hears, smells—especially the small wrongnesses that indicate something is off. The prose should make the mundane feel threatening. Jamie's internal thoughts should show their growing paranoia and should be contagious to the reader.

Epistolary Horror/Mystery

Purpose: Demonstrates the epistolary format with specific document formatting and style requirements

Epistolary Horror/Mystery
Tell the story through documents: letters, diary entries, emails, text messages, news articles, reports, etc. Each document should be clearly formatted with appropriate headers and dates/timestamps. Each document type should have its own appropriate style:

- Letters/Diary entries: First person, personal, revealing
- Emails: Professional or casual depending on sender/recipient
- Text messages: Abbreviated, casual, modern
- News articles: Third person, journalistic, factual
- Official reports: Formal, clinical, objective

The reader pieces together the story from these different accounts and perspectives. No omniscient narrator explains what "really" happened.

The overall tone should be unsettling and mysterious. As the documents progress, the reader should sense something is wrong, with details across different documents sometimes contradicting each other or revealing information that earlier documents concealed. Build tension through what's written and what's left unsaid.

Formatting: Each document should start with a clear header indicating the document type and relevant metadata (date, sender, recipient, etc.).

Example:

**Diary Entry - Sarah Mitchell**
*March 15, 2024*

I saw it again today. The figure in the window of the old Blackwood house. Mom says I'm imagining things, that the house has been empty for years, but I know what I saw. Tomorrow I'm going to ask Mrs. Chen at the library about the Blackwood family. There has to be a reason everyone avoids talking about them.

**Email**
*From: Sarah Mitchell ([email protected])*
*To: Detective James Roy ([email protected])*
*Date: March 17, 2024, 11:47 PM*
*Subject: Missing Person Report - Follow Up*

Detective Roy,

I'm writing to follow up on my missing person report from yesterday. My mother, Linda Mitchell, has now been missing for 36 hours. I know you said to wait 48 hours, but this isn't like her. The last place I know she went was the old Blackwood house on Elm Street. Please, you have to check there.

Sarah Mitchell

**Text Message Exchange**
*March 18, 2024, 2:33 AM*

**SARAH:** are you awake?
**MARCUS:** yeah whats wrong
**SARAH:** my moms missing. police wont do anything yet
**MARCUS:** shit. what can i do?
**SARAH:** meet me tomorrow morning. im going to the blackwood house
**MARCUS:** sarah no. that place is bad news
**SARAH:** im going with or without you
**MARCUS:** ...fine. 9am. but we're bringing flashlights and my dads baseball bat

History

The History element is a summary of what happened before your story or role-play starts. Think of it as the "previously on..." recap that sets up the current episode, chapter, or book.

When to Use History

History is optional. You'll find it most useful when:

  • Your story is a sequel or continuation, and you need to summarize what happened previously
  • Recent events directly lead into the opening situation
  • There's backstory that the AI needs to know but that you don't want to explain in the opening itself
  • Characters have shared past experiences that will influence how they interact

For world-building or setting backstory (like "a plague swept through 50 years ago"), consider whether it belongs in the Setting element instead. History works best for events that directly set up plot or character situations.

For individual character backstory, that information typically belongs in the Character description. For example, if a character "grew up in an orphanage and trained as an assassin," put that in their character description. Similarly, if a character developed feelings (love, anger, resentment) toward another character in a previous installment, those emotional dynamics often fit better in the character descriptions themselves.

That said, there are no strict rules—experiment and use what works for your story! Some writers prefer keeping all narrative backstory in History; others prefer distributing it across different elements.

Use History for major plot events, significant occurrences that involved multiple characters, or anything that might become relevant as your story unfolds.

Writing Sequels

History is particularly valuable when writing sequels. You can clone your completed story or role-play session, write a summary of what happened in the first part, and put that summary in the History field of the clone. This gives you a clean way to continue the narrative while ensuring the AI remembers the key events from the previous installment.

Level of Detail

You can summarize events briefly or provide detailed recaps—whatever serves your story:

Brief Summaries: Hit the major plot points in a few sentences or bullet points. Focus on events, decisions, and revelations that might become relevant later—even if they don't matter immediately. A detail from two chapters ago could be a Chekhov's gun that only pays off much later.

Detailed Recaps: If past events are complex, involve multiple plot threads, or include subtle details that will matter down the line, provide more comprehensive summaries. Include specific character decisions, consequences, and unresolved threads.

The key is to include what might be relevant to the story you're about to tell. You can always add more detail about specific elements through character descriptions or by mentioning them naturally in your opening.

Formatting

Use whatever format makes your history clearest:

  • Bullet points: Great for listing discrete events or organizing complex backstory by timeline, character, or plot thread
  • Paragraphs: Works well for flowing narratives or when events connect causally
  • Mixed: Combine formats—use headers to organize sections, bullet points for events, paragraphs for context

History Examples

Sequel/Continuation Summary (Bullet Points)

Purpose: Demonstrates summarizing a previous story chapter to set up a continuation

Sequel/Continuation Summary (Bullet Points)
**SUMMARY OF BOOK ONE: THE THEFT**

* Lyra Shadowend accepted a job to steal the Crown of Sorrows from the royal vault
* She discovered the crown had already been stolen by Prince Adrian, who revealed it contains the trapped soul of the first queen and grants mind-control powers
* Adrian convinced Lyra to help him destroy the crown by returning it to the first queen's tomb in enemy territory
* They traveled across the war-torn borderlands, gathering a group of rebels along the way
* At the tomb, Lyra discovered Adrian had been partially corrupted by the crown's influence
* Lyra destroyed the crown, but Adrian was consumed by the magic backlash and seemingly died
* Lyra returned home to find herself hailed as a hero by some and hunted as a traitor by others
* The king, freed from the crown's influence, remembered everything he'd done while under its control and abdicated in shame
* The kingdom descended into chaos as various factions vied for the now-vacant throne

Recent Events Leading into Story (Paragraphs)

Purpose: Shows how to establish backstory that directly sets up the opening situation

Recent Events Leading into Story (Paragraphs)
Three months ago, the colony ship Exodus suffered a catastrophic collision with an uncharted asteroid field. The impact damaged the hibernation systems and woke Captain Elena Vasquez and four crew members—a biologist, an engineer, a security officer, and a medic—ninety years ahead of schedule. They quickly realized they couldn't return to cryo-sleep, and there weren't enough resources for the five of them to survive the remaining journey to Proxima Centauri.

While desperately searching for solutions, they detected mysterious signals from an uncharted planet in a nearby system. Against protocols, Vasquez decided to investigate. What they found was extraordinary: a habitable world colonized by the descendants of a lost Earth ship from three hundred years ago. The colonists offered to help repair the Exodus and resupply it.

But over the past three months, tensions have risen. The planet's colonists are divided into three warring city-states with incompatible ideologies. Each faction wants the Exodus crew to take their side in exchange for the resources needed for repairs. The crew has tried to remain neutral, but that position is becoming untenable. Worse, Engineer Park has discovered evidence suggesting the "accident" that woke them wasn't an accident at all—someone sabotaged the hibernation systems. One of the five crew members is a traitor, but they don't know who or why.

Complex Backstory (Organized Bullet Points)

Purpose: Shows how to organize layered historical information clearly

**THE GODSWAR AND ITS AFTERMATH**

**Two Centuries Ago:**
* The Godswar ended with the death or disappearance of all divine beings
* Magic became unstable and dangerous without divine guidance
* The Empire collapsed into feuding kingdoms

**One Century Ago:**
* The Scholarium was founded to study magic scientifically
* Mages slowly learned to use magic safely through systematic research
* Blood magic—using one's own life force to power spells—became the dominant school

**One Generation Ago:**
* High Mage Cornelius developed "clean casting"—a method to draw magical energy from the environment rather than from blood
* The Scholarium split between traditionalists (blood mages) and reformists (clean casters)
* Several kingdoms banned blood magic, seeing it as a threat to their citizens

**Five Years Ago:**
* High Mage Cornelius was assassinated by unknown assailants
* His research notes disappeared
* Blood mages were blamed; the conflict between magical factions intensified
* Border wars erupted, each side accusing the other of using forbidden magic

**Six Months Ago:**
* A new faction calling themselves the Awakened emerged, claiming the gods never died—they were imprisoned by the ancient mages who founded the Scholarium
* The Awakened have been raiding Scholarium libraries and ancient battlefields from the Godswar
* Both blood mages and clean casters have united to oppose the Awakened, but their alliance is fragile
* Rumors suggest the Awakened have found something in the ruins—something that could change everything

Characters

The Characters element defines the people, creatures, or entities in your story or role-play. While technically optional, it's highly recommended to define at least your main characters.

Why Define Characters?

Without defined characters, the AI will invent characters as needed to fit the narrative. This can work, especially for experimental or emergent storytelling, but it comes with drawbacks:

  • Consistency issues: AI-invented characters may behave inconsistently or disappear from the narrative unexpectedly
  • Less control: You can't shape who these characters are or how they behave
  • Harder to maintain: The AI may forget details about characters, especially minor ones

By defining characters explicitly, you ensure consistency, give yourself creative control, and help the AI maintain important details throughout the story.

What to Include in Character Descriptions

At minimum, provide basic identifying information so the AI can keep the character consistent. Beyond that, include whatever feels relevant to your story:

Physical Appearance

  • Age, gender, body type, height
  • Distinctive features: hair, eyes, scars, tattoos, clothing style
  • How they carry themselves: posture, gait, mannerisms

Personality Traits

  • Core personality characteristics
  • How they typically behave in social situations
  • Quirks, habits, or distinctive behaviors
  • Strengths and flaws

Motivations and Goals

  • What the character wants (both immediate and long-term)
  • What drives them
  • Their fears or what they're trying to avoid

Background and Context

  • Relevant history that shapes who they are
  • Their role in the story (protagonist, antagonist, mentor, etc.)
  • Skills, abilities, or expertise
  • Social status, occupation, or role in the world

Relationships with Other Characters

  • How they relate to other defined characters
  • Important relationships that affect their behavior
  • Alliances, rivalries, or complicated dynamics

Voice and Speech Patterns

  • How they speak: formal or casual, verbose or terse
  • Distinctive phrases, accents, or verbal tics
  • Their sense of humor (or lack thereof)
  • Brief example quotes can be very effective here

You don't need to include all of these elements for every character. Focus on what matters for your creative vision and let the AI fill in the blanks. A minor character might only need a name, basic appearance, and their role. A protagonist might deserve several paragraphs covering all these elements.

Note: For elaborate example interactions that demonstrate a character's voice and behavior, use the Examples section of your scenario rather than the character description itself.

Formatting

Character descriptions are flexible. You can use:

  • Paragraphs: Flowing prose that reads like a character profile
  • Bullet points: Organized lists of traits and details
  • Mixed format: Prose for some sections, bullets for others
  • Brief quotes: A line or two showing how the character speaks

Choose the format that feels most natural to you.

Role-Play: User Characters (Personas)

When creating a role-play scenario, think of there being an empty "slot" in your cast meant for the user's character. This slot will be filled by one of the personas you define, or by a custom character the user creates.

As a scenario creator, you can define one or more personas for users to choose from. Users can then select a persona, customize it to their preferences, or create their own from scratch.

How to define personas:

  • Fully defined: Provide complete details (personality, background, etc.) for users who want a ready-made character
  • Partially defined: Give basic details but leave room for users to customize
  • Minimally defined: Just a name and role, letting users develop the character through their choices

Important: When creating your scenario, avoid hardcoding too many assumptions about the user's character in other elements (plot, setting, openings, etc.). Leave room for different personas and user choices to fit naturally into your narrative.

Note: For story-writing scenarios, personas are not included by default, since stories typically have a fixed protagonist. However, advanced users can choose to add persona slots even in stories if they want the flexibility of an undefined or user-customizable protagonist.

Advanced: Characters as Groups

A single "character" can actually represent a group of people who function similarly in your narrative:

  • "Prison Guards" - represents all the guards in a prison
  • "The Orc Invaders" - a hostile army or raiding party
  • "Tavern Patrons" - background characters in a scene
  • "The Board of Directors" - a decision-making body

This is useful when you need consistent representation of a group without tracking individual members. The AI will generate specific individuals from the group as needed, but they'll share the characteristics you've defined.

Advanced: Game Master / Narrator Characters (Role-Play)

By default, role-play scenarios include a narrator that describes scenes and controls NPCs. However, you can define this narrator as an explicit character if you want something specific about how narration works.

Game Master / Dungeon Master / Narrator characters control NPCs, describe scenes, enforce rules, and manage the narrative structure. You can combine all these functions into a single "Game Master" character, or split them into separate characters like "Narrator" (for scene description), "Rule Engine" (for stat tracking and other game mechanics), or "User Options" (a character that presents action options to the user in CYOA style at the end of each scene).

Tip:

Checkout the Community Resources. You will find some advanced guides there that go in-depth on creating gamified role-play scenarios with custom rules.

Advanced: Specialized Narrative Characters (Role-Play)

For special narrative styles, you can create characters that handle specific types of narration:

  • "Memories" character: Narrates flashbacks or memories from a character's past
  • "Diary" or "Letters" character: For epistolary-style narratives where the story unfolds through written correspondence
  • "Inner Voice" character: Represents a character's internal monologue or stream of consciousness
  • "Chorus" character: Provides commentary or context like a Greek chorus
  • "Radio Broadcast" or "News Report" character: Delivers information through in-world media

These characters help establish distinct narrative voices for different types of content in your story or role-play.

Other Tips

Labels: You can assign labels to characters (like "knight" for "Darren Brightwood") to reference them easily throughout your scenario using {{knight}}. This is useful when names are long or when you might change a character's name later.

No Characters: You can create scenarios with minimal or no predefined characters, letting the AI generate characters organically as needed. This works well for experimental narratives or scenarios focused more on situation than specific people. However, even in these cases, consider defining at least the main point-of-view character to maintain consistency.

Character Examples

Basic Character (Bullet Points)

Purpose: Shows minimal but sufficient character definition in bullet format

Basic Character (Bullet Points)
Name: Detective Sarah Chen

- 34-year-old homicide detective
- Short black hair, perpetually tired expression
- Known for meticulous attention to detail
- Refuses to close cases until every question is answered
- Recently divorced, struggles with work-life balance
- Drinks too much coffee, sleeps too little

Detailed Character (Bullet Points)

Purpose: Demonstrates comprehensive character with bullet-point organization

Detailed Character (Bullet Points)
Name: Marcus "Doc" Holland

**Appearance:**
- 52 years old, tall and lanky
- Graying hair, weathered skin, steady scarred hands
- Usually wears simple, practical clothing
- Moves with calm, deliberate precision

**Background:**
- Former combat medic, now the town's only doctor
- Haunted by soldiers he couldn't save during the war
- Has dedicated his life to preventing preventable deaths

**Personality:**
- Speaks quietly with a slight southern drawl
- Calm, reassuring presence even in crises
- Works grueling hours, often provides free care
- Dedication borders on obsessive
- Gentle manner but has a steel core when needed

**Values & Beliefs:**
- Believes in the sanctity of life above all else
- Maintains strict patient confidentiality
- Won't tolerate violence in his clinic
- Keeps a revolver in his desk but rarely mentions it

**Relationships:**
- Complicated friendship with the sheriff—they're close but Doc disapproves of the sheriff's ruthless methods
- Trusted implicitly by townspeople
- Often the first person people turn to in any crisis

Character with Brief Example Dialogue

Purpose: Shows how brief quotes can demonstrate voice without lengthy examples

Character with Brief Example Dialogue
Name: Zinnia "Zin" Copperkettle
Description: A gnome artificer in her 60s (young for a gnome), standing just under 3 feet tall. Wild gray hair that defies any attempt at containment, perpetually stained fingers from chemical experiments, and mismatched goggles perched on her forehead. Wears a leather apron covered in burn marks and mysterious stains.

Zin is brilliant, scatterbrained, and absolutely fearless when it comes to her experiments. She speaks rapidly, often jumping from topic to topic as her mind races ahead. She has little patience for social niceties and will interrupt conversations to share whatever revelation just occurred to her. Despite her chaotic energy, she's fiercely loyal to her friends and surprisingly protective.

Typical speech: "No no no, you're thinking about it all wrong! The explosive isn't the problem—it's the *container*. If we use ironwood instead of... oh! OH! Why didn't I think of that before?" She's also prone to muttering "So unreasonable" when people express concerns about safety.

Character as a Group (Bullet Points)

Purpose: Demonstrates using a character entry to represent multiple people

Character as a Group (Bullet Points)
Name: The Red Sash Gang

**Group Identity:**
- Street thieves and pickpockets controlling the Riverside district
- Identified by red cloth worn as belts or armbands
- Mostly teenagers and young adults (ages 14-25)

**Methods & Values:**
- Not violent by preference—survivors, not killers
- Will fight if cornered but prefer to run
- Follow a strict code:
  - Don't steal from struggling locals
  - Don't hurt kids
  - Always help a fellow Red Sash in trouble

**Characteristics:**
- Street-smart and quick
- Know every alley and rooftop in Riverside
- Working-class backgrounds
- Clever rather than strong
- Deeply distrustful of authority

**Note:** Individual members should be created as needed by the AI, but should share these core characteristics.

Specialized Narrative Character (Bullet Points)

Purpose: Shows a specialized narrative character for flashbacks

Specialized Narrative Character (Bullet Points)
Name: Memories
Label: memories

**Purpose:** Narrates flashbacks and memories from Elena's past

**Style:**
- Written in past tense, even when the main story is in present tense
- Slightly hazy, dreamlike quality to the prose
- Focuses on sensory details: smells, sounds, textures
- Sometimes unreliable—details might be fuzzy or contradictory
- Uses italics to distinguish from present-day narration

**When to use:**
- When Elena encounters something that triggers a memory
- During quiet moments when she's reflecting on the past
- To reveal backstory gradually rather than through exposition

**Example tone:** *The smell of jasmine brings it back—you're seven years old, in grandmother's garden, and she's teaching you the names of herbs. Her hands are gentle as they guide yours. You can't quite remember her face anymore, but you remember those hands.*

Character with Narrative Style Notes (Mixed Format)

Purpose: Shows how to specify how a character should be written about

Character with Narrative Style Notes (Mixed Format)
Name: The Stranger

- Appears to be male, roughly 30-40 years old
- Wears a wide-brimmed hat that shadows his face
- Long coat, dusty from travel
- Never gives his real name
- Speaks rarely, but when he does, his words carry weight

**Important:** The Stranger's face should never be described in detail. Keep it shadowed, obscured, or simply don't describe it. This maintains the mystery of his identity. His eyes can occasionally be mentioned (they're gray, or maybe blue—descriptions should be slightly inconsistent, adding to his enigmatic nature).

The Stranger knows more than he says. When he speaks, it should feel significant. He often answers questions with questions or with cryptic statements that only make sense later.

Example: When asked where he's from, he might say, "Same place we're all from, in the end." When asked his name, "Names are for people who stay. I don't stay."

Locations

The Locations element allows you to define specific places in your story or role-play. This is optional and often not necessary—the AI will create locations as needed and fill in details on the fly in a way that fits the rest of your scenario.

When to Use Locations

You usually don't need to define locations. The AI is excellent at inventing appropriate locations based on your Plot and Setting, and at improvising details that fit the narrative context.

Only define locations when you care about specific details that you don't want left to improvisation. This might be because:

  • A place is central to your story and specific details matter to the narrative
  • A location has special rules or properties that affect how events unfold there
  • You want to establish particular lore or atmosphere that enriches the world
  • You need consistency for a location that appears repeatedly throughout the story
  • The specific details are important to you and you want control over them

If you mention a location in your Plot or Setting without defining it here, the AI will understand and use it—it will just improvise the details. That's often perfectly fine.

Scope and Scale

Locations can be any scale or scope that makes sense for your story:

  • A specific room or building (a detective's office, a tavern, a mansion)
  • A meeting place or landmark (the park bench where two characters first met, a monument)
  • A vehicle or vessel (a starship, a train, a submarine)
  • A neighborhood or district (the warehouse district, the slums)
  • A city, region, or country
  • An entire planet or dimension

Don't restrict yourself—define whatever type of place matters to your narrative.

What to Include

Include whatever details are important to you. This might be:

  • Physical description and layout
  • Sensory details (sounds, smells, lighting, temperature)
  • Atmosphere and emotional tone
  • Function or purpose
  • History or lore
  • Special properties, rules, or dangers
  • Who frequents the location

There's no required format—use paragraphs, bullet points, or whatever feels natural. Brief descriptions work fine; extensive detail is also fine if the location warrants it.

Location Examples

Minimal Location

Purpose: Shows a brief location definition that establishes the essentials

Minimal Location
Name: The Brass Compass

A shabby detective agency office on the third floor of a walk-up in downtown. A single room with a desk, filing cabinet, and a window overlooking the street. The door's frosted glass reads "Sarah Chen, Private Investigator" in peeling gold letters.

Medium Detail with Atmosphere

Purpose: Demonstrates a location with sensory details and environmental description

Medium Detail with Atmosphere
Name: The Night Market

The Night Market sprawls through three blocks of warehouse district after sunset, illuminated by strings of mismatched lanterns and the glow of vendor stalls. The air is thick with competing smells—grilled meat, incense, engine oil, and the sweet-rot of overripe fruit. Merchants sell everything from legitimate salvage to obviously stolen goods to items of questionable legality. The crowd is dense and diverse: factory workers spending their wages, off-duty security looking for deals, street kids running errands for gangs, and the occasional surface dweller slumming for thrills. The Undercity Guard maintains a presence at the main entrances but rarely ventures into the market's depths, where the real business happens.

Detailed Location with Organization

Purpose: Shows organized detail for a complex, central location

Detailed Location with Organization
Name: Blackthorn Manor

**Physical Description:**
- Three-story Victorian mansion on the outskirts of town
- Built in 1867, shows its age—cracked foundation, creaking floors
- Surrounded by overgrown gardens and a rusted iron fence
- East wing was damaged by fire in 1923 and never fully repaired

**Layout:**
- Ground floor: Grand entrance hall, parlor, dining room, kitchen, library
- Second floor: Six bedrooms, two bathrooms, and a locked study
- Third floor: Servants' quarters (now mostly empty storage)
- Basement: Wine cellar, old servants' workspace, mysterious locked room

**Atmosphere:**
- Perpetually cold, even in summer
- Dust covers most furniture
- Shadows seem darker and longer than they should be
- Occasional unexplained sounds: footsteps, doors closing, whispers

**History:**
- Built by industrialist Edmund Blackthorn
- Scene of three suspicious deaths over the decades
- Has been abandoned for the past 15 years after the last owner disappeared
- Local children dare each other to approach it

Location with Special Properties

Purpose: Demonstrates a location with unique rules or features important to the narrative

Location with Special Properties
Name: The Resonance Chamber

Deep beneath the Listener Academy lies the Resonance Chamber, a spherical room carved from solid crystal. The chamber amplifies Resonance to dangerous levels—even novice Listeners become overwhelmingly powerful within its confines, able to sense and influence the emotions of everyone in the Academy above.

The chamber was used in ancient times for mass Harmonization ceremonies, but after several catastrophic incidents, it was sealed. The only entrance is through a vault door requiring three Master Listeners to unlock simultaneously. Academy rules strictly forbid its use, and only the Headmaster and senior instructors even know it exists.

The chamber has one other unique property: it records Resonance. Every use of Listener abilities within the chamber leaves an echo, a ghostly imprint that can be perceived by sensitive Listeners. These echoes overlap and interact, creating a haunting chorus of emotions from centuries past. Spending too long in the chamber can be psychologically overwhelming, even when not actively Listening.

Objects

The Objects element allows you to define specific items in your story or role-play. Like Locations, this is optional and often not necessary—the AI will create objects as needed and fill in details on the fly.

When to Use Objects

You usually don't need to define objects. The AI will naturally mention and describe items that fit the scene and narrative context.

Only define objects when specific details matter. This is most useful for:

  • Items with special properties or powers that affect the plot (magical artifacts, advanced technology, cursed items)
  • Objects central to the story (the murder weapon, the treasure everyone seeks, the key to solving a mystery)
  • Items with significant history or lore that enriches the world
  • Objects with specific rules or limitations that you need to establish
  • Items that appear repeatedly and need consistency
  • Things where the specific details are important to you and you want control over them

Think of objects like the One Ring, the Elder Wand, a Stillsuit, or a Death Note—items that have specific rules, powers, or significance that drive the plot. If you're creating original objects with similar importance in your own world, those are worth defining. (Note: If you're writing in an established universe like Lord of the Rings or Harry Potter, the AI likely already knows these famous objects, so you'd only need to define them if you're changing something about how they work.)

If you mention an object in your Plot or elsewhere without defining it here, the AI will understand it—it will just improvise the details.

What to Include

Include whatever details are important to your narrative:

  • Physical description and appearance
  • Function or purpose
  • Special properties, powers, or abilities
  • Limitations, drawbacks, or costs of use
  • History or origin
  • How it's activated or used
  • Current location or who possesses it
  • Significance to the story or world

As with other elements, use whatever format feels natural—paragraphs, bullet points, or a mix.

Scope and Scale

Objects can be anything from small personal items to massive structures:

  • Personal items (a locket, a weapon, a piece of clothing)
  • Tools or equipment (a spaceship, a magical staff, a scientific instrument)
  • Artifacts or relics (ancient treasures, legendary weapons)
  • Documents or records (a mysterious letter, a grimoire, a map)
  • Substances or materials (a rare poison, a healing elixir, a strange metal)

Object Examples

Simple Object with Special Significance

Purpose: Shows a minimal object definition for something plot-important

Simple Object with Special Significance
Name: The Brass Compass

An antique brass compass that belonged to Detective Chen's mentor. The needle doesn't point north—it spins freely until Chen holds it and concentrates on a specific person, then it points toward them. Only works within the city limits, and only for people Chen has met in person. The mentor never explained where it came from or how it works.

Object with Powers and Limitations

Purpose: Demonstrates clear establishment of abilities and constraints

Object with Powers and Limitations
Name: The Whispering Blade

A slender sword with a dark steel blade that seems to absorb light. When drawn, the wielder hears whispers—tactical advice, warnings of danger, suggestions for where to strike. The whispers are usually accurate.

The blade is sentient and manipulative. It encourages violence and grows louder and more insistent the longer it goes without tasting blood. Extended use leads to paranoia and aggression. The blade cannot be destroyed by normal means and tends to find its way back to anyone who has wielded it.

Currently possessed by mercenary captain Kira Thorne, who won it in a card game.

Detailed Object with History

Purpose: Shows how to establish lore and context around a significant item

Detailed Object with History
Name: The Memoria Codex

**Appearance:**
A leather-bound book, approximately 12 inches tall and 8 inches wide. The pages are made of some material resembling parchment but more durable. The text inside is written in multiple hands, languages, and styles, spanning centuries.

**Function:**
The Codex records memories. Place your hand on an empty page and recall a memory while willing it into the book—that memory appears as text and sometimes illustrations, recorded perfectly with all emotions and sensory details.

**The Cost:**
Once recorded, the memory fades from your mind. Within weeks, only a vague sense remains. Within months, it's gone entirely. The only way to re-experience it is by reading the Codex.

**History:**
Passed down through the Blackthorn family for at least two hundred years, though its origin is unknown. Each generation has recorded important moments, secrets, or painful memories. Edmund Blackthorn was obsessed with it during his final years. Some believe he recorded too many memories and lost himself.

**Current Status:**
Still in Edmund's locked study, where it's been since he disappeared fifteen years ago.

Technology/Equipment with Rules

Purpose: Demonstrates defining equipment with specific operational constraints

Technology/Equipment with Rules
Name: Stillsuit (Desert Survival Gear)

**Description:**
Full-body suit worn by desert travelers on Arrakis. Micro-sandwich layers capture moisture from breath, sweat, and urine, filtering and recycling it into drinkable water. A well-maintained stillsuit reduces water loss to a thimbleful per day in the deep desert.

**Components:**
- Body-hugging inner layer with moisture capture
- Nose plugs with breathing filters
- Face mask covering mouth and nose
- Catch pockets for water collection
- Tubes running to a reservoir at the small of the back

**Limitations:**
- Requires proper fitting and sealing to function efficiently
- Must be maintained regularly; tears or poor seals waste water
- Uncomfortable for the unaccustomed
- Poor wear marks you as an off-worlder or novice

**Cultural Note:**
Among the Fremen, how you wear your stillsuit indicates desert experience. Fremen can identify each other by the distinctive walk required when wearing one properly.

Mysterious Object

Purpose: Shows how to define an object while maintaining some mystery for the narrative

Mysterious Object
Name: The Silence Box

A small lacquered box, black with silver inlay, the size of a deck of cards. No visible hinges or seams. Slightly warm to the touch. No one has opened it—it doesn't respond to force, magic, or lockpicking. Some Listeners claim it has no Resonance, as if it's a hole in reality.

Recovered from excavations beneath Old City Hall, in a chamber predating the city by a thousand years. When held in complete silence, some people hear whispers inside their head—or singing. Three researchers who studied it have disappeared. Dr. Helena Voss, the fourth, locked it in the university vault and refuses to discuss it.

**The Truth** (hidden from most characters): The box contains a fragment of a dead god's consciousness, still dreaming. The whispers are its dreams leaking into nearby minds. Opening it would release something that hasn't existed in this world for millennia.

Mundane Object Made Significant

Purpose: Demonstrates how an ordinary object can be made plot-important through context

Mundane Object Made Significant
Name: Marcus Webb's Phone

An older model smartphone, cracked screen, battered case covered in band stickers. Found in Marcus Webb's dorm room after he disappeared five years ago.

Police found nothing suspicious—just an ordinary college student's digital life. But the phone has maintained exactly 67% battery charge for five years. It won't charge higher or drain lower. The screen occasionally lights up on its own, showing the lock screen (Marcus with friends at a concert), but no notifications appear.

Three forensics labs can't explain it. One suggested wireless charging from an unknown source, but scans show no signal. Another suggested a broken battery indicator, but physical inspection confirmed it's genuinely at 67% capacity.

Currently in Detective Holloway's evidence locker.

Openings

The Openings element defines how your story or role-play begins. While technically optional, it's highly recommended to create at least one opening.

Why Create Openings?

Openings serve two crucial purposes:

1. They kick-start your narrative

A good opening immediately draws users into the story by establishing the initial scene, situation, and momentum. It gives them a clear starting point and creates immediate engagement.

Start with action or intrigue—begin in the middle of something interesting rather than with extensive setup. You can provide context through Setting, History, and instructions rather than front-loading exposition in the opening itself. If you do want a longer opening that includes setup or backstory, consider using hidden interactions for that context so the user experiences a more dynamic start.

End your opening at a natural continuation point where it's clear what should happen next. For role-play scenarios especially, end where there's clear initiative for the user—a question directed at them, a situation requiring their response, or an opportunity for their character to act.

2. They establish your writing style

The AI will naturally mirror the style you demonstrate in your opening. This makes openings one of the most powerful tools for shaping how your scenario will be written:

  • Pacing and tone: If you want fast-paced action, write a fast-paced opening. If you want slow, contemplative prose, demonstrate that. The AI will match your energy.

  • Level of detail: The amount of detail you include—in descriptions, character actions, and sensory information—will influence how detailed the AI's continuations are.

  • Message length: This is particularly important as user preferences vary widely. Some users prefer brief, one-line exchanges, while others want multiple paragraphs of rich detail per message. Demonstrate the length and density you want the AI to maintain.

  • Character voices: Give your distinct characters at least a few lines to demonstrate their different ways of speaking and behaving. The AI will learn to maintain these voices throughout the story.

  • Formatting: The specific formatting style you use (book style, role-play style, chat style) will be mirrored by the AI.

How long should an opening be?

Aim for a few interactions (typically 3-8 messages) to establish the scene and get things started. This is usually sufficient and keeps users engaged without overwhelming them.

Longer openings can work but risk being tedious for users to read through. If you're considering a long opening for context, ask yourself: Am I doing this for the AI or the user? If it's primarily for the AI's benefit, consider using Plot, Setting, History, or Examples sections instead, or mark most of the opening interactions as hidden. If you want to familiarize users with complex worldbuilding, consider summarizing it in the opening description or using excluded (user-only) interactions rather than making them read through a lengthy opening sequence.

Structure: Interactions

Openings consist of a series of interactions. Each interaction is one of three types:

Narrative

Narrative interactions describe the scene, set the atmosphere, or provide context. They're written from the narrator's perspective and establish what's happening in the world.

Important for role-play scenarios: Narrative should typically avoid describing the actions, thoughts, or feelings of characters (especially player characters). Keep narrative focused on scene-setting, describing the environment, and establishing context. This prevents the narrator from "impersonating" characters who should be controlled by players or by their own character interactions.

Character Message

A message from a specific character in your scenario. These should include:

  • The character's dialogue
  • Their actions or movements
  • Optionally: their thoughts, feelings, or observations
  • Optionally: how they perceive their surroundings

Character messages are written from that character's perspective and show them actively participating in the scene.

Instruction

Instructions are special interactions that aren't part of the story itself—they're direct guidance to the AI about how to proceed. They're not required or always used, but they can be useful.

If at all, instructions are typically used at the start or the end of an opening:

  • At the beginning: Set the scene or provide context the AI should know
  • At the end: Guide how the story should continue from this opening

In the context of openings, examples of instructions include:

  • "Set the scene in a bustling tavern. The {{user}} just arrived looking for information about a missing person."
  • "The next response should introduce a mysterious stranger who approaches {{user}}."
  • "Focus on building tension and establishing the sense of danger in this situation."

Role-Play vs. Story-Writing

For role-play scenarios, use all three interaction types as appropriate. Structure your opening as a back-and-forth between narrator and characters, establishing the scene and demonstrating how the role-play should flow.

For story-writing scenarios, you have two approaches:

  1. Narrative-only: Use only narrative interactions, writing your opening like the beginning of a book or short story. This is simple and straightforward.

  2. Mixed structure: Use the same three-interaction structure as role-play scenarios. This requires more setup but makes your scenario easy to adapt for role-play later if you want that flexibility.

Interaction Properties

Each interaction can have special properties:

Hidden

Hidden interactions are visible to the AI but not shown to the user during role-play or story-writing. They still influence how the AI understands and generates the story, but users don't see them in the actual narrative.

Use hidden interactions for:

  • Backstory or context that informs the scene but would be boring or confusing to show directly
  • Instructions to the AI that users don't need to see
  • Information you want to keep mysterious or reveal later
  • Setup that's important for the AI to know but would disrupt narrative flow

Excluded

Excluded interactions are the opposite of hidden—they're visible only to the user, not to the AI. Use these to provide extra tips, information, or instructions to the user that shouldn't influence the AI's generation.

For example: notes about how to use the scenario, reminders about certain mechanics, or suggestions for how the user might want to approach the opening.

Sticky

Marking an interaction as "sticky" gives it high priority in the AI's memory. Sticky interactions are more likely to remain in context even as the story continues. However, use this sparingly—overusing sticky interactions can cause context issues as non-sticky content evolves. Often, using the Examples section for important recurring information is a better approach than making opening interactions sticky.

Opening Descriptions

Each opening can have a description. This is optional but valuable if you have multiple openings.

The description is only for users, not the AI. It's shown when the user is selecting which opening to use, helping them choose the best starting point for their experience.

Use opening descriptions to:

  • Explain what this opening contains or where it begins
  • Indicate when to use this opening vs. others
  • Note any special features or considerations

Common uses for multiple openings include different starting locations ("Begins in the capital city" vs. "Begins in the remote village"), different character types ("For warrior characters" vs. "For mage characters"), different tones ("Action-focused start" vs. "Investigation-focused start"), or different points in the timeline.

Formatting Styles

The formatting you use in your opening will heavily influence how the AI writes the rest of your story or role-play. Choose a style that fits your preferences. Checkout the "# Formatting Styles" section below for details.

Examples

The Examples element lets you create sample interactions that demonstrate various aspects of your scenario. While optional, having one or two well-crafted examples can significantly improve consistency and help establish exactly what you want.

Examples vs. Openings: How They Work Differently

Both Examples and Openings can be used to accomplish similar goals—establishing writing style, introducing characters, demonstrating tone—but they work very differently:

Openings are where your story or role-play actually begins. Users experience them as the start of their narrative. However, as the story continues, opening interactions will eventually "fall out" of the AI's context window (unless made sticky). This means openings can kick-start the story and establish initial style, but their influence fades as older interactions are forgotten.

Examples are reference material that stays in the AI's context. They're not part of the actual story—users don't see them directly. Instead, they remain available for the AI to reference throughout the entire story or role-play, helping maintain consistency even after opening interactions have been forgotten.

Think of it this way: Openings get the story started, but Examples help keep it on track.

Important: Not all examples will fit always fit in the AI's context window, especially for users on the free plan. The first example(s) are prioritized, so put your most important demonstrations there. This is why examples should be focused and concise—you want to maximize what you can demonstrate within limited space.

What to Include in Examples

You don't always need Examples, but they become valuable when you want to demonstrate:

Writing Style

Distinct Character Voices

If your characters have specific speaking styles, speech patterns, or verbal quirks, examples can demonstrate these more thoroughly than the opening allows. Show how different characters sound different from each other.

Balance Between Dialogue and Narration

Demonstrate your preferred ratio. Some scenarios are dialogue-heavy with minimal description; others have rich narration between character exchanges. Show what you want.

Level of Detail

Show how much description you want in narration and character actions. Brief and punchy? Rich and atmospheric? Somewhere in between?

Message Length

This is particularly important as user preferences vary widely. Some users prefer brief exchanges (a few sentences per message), while others want substantial content (multiple paragraphs). Demonstrate the length you want the AI to maintain. The AI will naturally mirror what you show in your examples.

Game Mechanics or Special Rules

If your scenario has specific mechanics (magic systems, stat tracking, special abilities), show them in action. Demonstrate how they should be narrated and integrated into the story.

Worldbuilding

You can use examples to introduce world information, lore, social norms, cultural details, etc.

Example Descriptions

Each example can have a description. Example descriptions are for the AI and should explain what the example demonstrates.

Write descriptions concisely and directly:

  • "Marcus joking around with a patient while treating a serious wound."
  • "The two protagonists arguing about whether to trust the mysterious stranger."

The description is optional. If what you're demonstrating is obvious from the example itself, you don't need to explain it.

Creative Formats

Examples don't have to be typical narrative scenes. Consider:

  • Interviews or interrogations: Efficient way to reveal character personality and background through focused dialogue
  • Flashbacks: Character history and formative experiences that inform who they are in the present

Choose whatever format best demonstrates what you want to teach the AI.

Writing Style Demonstrations

Book-style (3rd Person Omniscient)

Full narrative, classic prose tone. No asterisks.

Book-style (3rd Person Omniscient)
[Narrator]:
The rain hadn’t stopped for hours, turning the alley into a river of silver light. Rin stood by the lamppost, her coat soaked through, watching as Kai approached from the far end. He looked tired—more from what had passed between them than from the long walk.

[Rin]:
“You’re late,” she said quietly, not looking at him.

[Kai]:
“I wasn’t sure you’d still be here,” he replied. His voice carried the kind of weariness that no sleep could cure.

[Narrator]:
For a long moment, neither spoke. The rain did all the talking, whispering secrets to the pavement that neither wanted to hear.

Book-style (2nd Person Omniscient)

You are the viewpoint character; the narrator speaks directly to “you.”

Book-style (2nd Person Omniscient
[Narrator]:
The rain falls harder now, soaking through your jacket as you wait under the flickering light. You see Kai at the end of the alley, his silhouette wavering in the downpour.

[Rin]:
“You’re late,” you tell him, though you’re not sure if it’s anger or relief that tightens your voice.

[Kai]:
“I wasn’t sure you’d still be here,” he says.

[Narrator]:
The words linger between you like smoke—visible, but impossible to hold.

Book-style (1st Person)

The viewpoint character is “I” — an introspective, personal narration.

Book-style (1st Person)
[Narrator]:
The rain hasn’t stopped all night. It soaks through my jacket as I wait beneath the streetlight, the city quiet except for distant traffic.

[Rin]:
When Kai finally appears, I feel my chest tighten. He looks smaller somehow, like the argument took more out of him than I meant it to.
“You’re late,” I say, though my voice comes out softer than I intended.

[Kai]:
“I wasn’t sure you’d still be here.”

[Rin]:
I don’t answer. The rain fills the silence for us.

Asterisk / Action Format

No narration; just actions in asterisks, dialogue plain, and thoughts in parentheses.

Asterisk / Action Format
[Rin]:
*stands under the streetlight, arms crossed*
You’re late.
(He always does this…)

[Kai]:
*walks closer, water dripping from his hair*
I wasn’t sure you’d still be here.

[Rin]:
*sighs*
Maybe I shouldn’t have been.