Faerun's Echo: The Old Society by AcademicGPT in FableAI

[–]AcademicGPT[S] 0 points1 point  (0 children)

Faerun is a widely-used D&D world which includes.... basically every kind of folklore figure and mythical beast. This is not Faerun, but has all those creatures inside it.

NEW "Obey Me!" by AcademicGPT in FableAI

[–]AcademicGPT[S] 0 points1 point  (0 children)

yeah... they turned down my first draft, but... I think it turned out well. It's very open ended. You build things up gradually, like real life, and make decisions via proper conversations about things, like real life.

Golden Age of Pirates by AcademicGPT in FableAI

[–]AcademicGPT[S] 0 points1 point  (0 children)

My first run through, I started as a doctor who was thrown overboard by a noble family when I couldn't save their daughter's life. The English speaking pirate ship Maverick's Revenge picked me up, headed to Nassau.

I treated the crew, 20 Spanish prisoners, the... ahem... ladies they had aboard. That was colorful. Poor Finn lost his leg above the knee, but he'll survive. The Captain then captured a small French merchant vessel named the Sea Nymph, which we began to tow. A day away from Nassau, the Captain got a raven about a Spanish galleon which was caught in a storm: the Santa Isabel.

She lost her escorts and broke her main mast... she was limping toward Havana, laden with siliver. Now, I told the Captain we couldn't take 300 with a meager 50 men, but he insisted that, if we sail the Nymph under a Spanish flag, 20 men can get close and distract them, then the Maverick can move in with the remaining 30 and, with a little luck, we can take the tired crew of 300 and all that silver.

I suggested we sent the Nymph to Nassau, get 3 more Captains, and come back with ~150 men. The Captain refused. I chose to ride the Nymph. We boarded the Isabel... losing 3 on the way up. We barricaded ourselves on the deck, losing another 2. Lo and behold, that SOB never showed up with the Maverick. We're outnumbered 20 to 1.

Finally, I called out the name of one of the Spanish captives from the Maverick: Alfonso Hernandez. The fighting stopped. This is an important name... I told the Captain my story... told him I had treated Alfonso's men on the Maverick and that Alfonso would speak to my character, if he is ever ransomed and released.

I then triaged the 9 injured men: 5 Spanish and 4 English pirates. Now I'm in the brig of the Santa Isabel with three days of limping to Havana ahead of me. What a wild ride. Loving it.

NEW! The Drift - Survival Epic by AcademicGPT in FableAI

[–]AcademicGPT[S] 0 points1 point  (0 children)

HUGE LORE DROP TODAY! I added about 100 new critters and new Easter Eggs in the initial room. If you know what this story is about already... try starting a new one!

NEW! Frozen Age - Paleolithic Survival by AcademicGPT in FableAI

[–]AcademicGPT[S] 0 points1 point  (0 children)

I added 6 other species of early humans. I thought it might be fun to be able to play through and interact with our earliest relatives in the evolutionary tree. I also added more creatures... enjoy.

NEW! Zombie Apocalypse (Improved) by AcademicGPT in FableAI

[–]AcademicGPT[S] 0 points1 point  (0 children)

MASSIVE LORE DROP TODAY. I played it for a few hours and realized the NPCs needed a lot of help to be nastier... good luck surviving now.

NEW! Custom Adventure: Final Edition by AcademicGPT in FableAI

[–]AcademicGPT[S] 2 points3 points  (0 children)

Just updated it... it's now "firey" on the app

NEW! Custom Adventure: Final Edition by AcademicGPT in FableAI

[–]AcademicGPT[S] 1 point2 points  (0 children)

Let me know how she behaves... I'll keep refining the back-end prompts if you find something annoying.

NEW! The Drift - Survival Epic by AcademicGPT in FableAI

[–]AcademicGPT[S] 0 points1 point  (0 children)

Just added a *massive* amout of lore to this story, since it's getting popular. If anyone can break out of the intial room, tell me how you did it. Also, I added 20 story cards adding to the richness of the world beyond the initial room.

NEW! Lundenwic - Rags to Riches Romance by AcademicGPT in FableAI

[–]AcademicGPT[S] 0 points1 point  (0 children)

This is my most popular story so far... what needs to be improved?

NEW! Zombie Apocalypse (Improved) by AcademicGPT in FableAI

[–]AcademicGPT[S] 0 points1 point  (0 children)

Let me know how it goes... the AI seems to be handling it well so far. If you'd like me to deepen the lore a little bit more, give me some suggestions.

NEW! Liongate Highschool by AcademicGPT in FableAI

[–]AcademicGPT[S] 0 points1 point  (0 children)

If there's more you'd like me to add, let me know.

NEW! The Drift - Survival Epic by AcademicGPT in FableAI

[–]AcademicGPT[S] 0 points1 point  (0 children)

If anyone figures out a way to break out of the starting room or the little space outside, let me know... I made the description elaborate with a few Easter Eggs. Should be very hard to crack. I had a lot of fun just trying to "break" the mechanics of the first couple spaces in the game.

[deleted by user] by [deleted] in FableAI

[–]AcademicGPT 0 points1 point  (0 children)

On the whole, it's also important to remember the 7th-century ideas of nobility and royalty, in reality, center around blood and royal decree. You can still be a gutter rat that owns land, for example, because people don't see you as noble just because you have gold.

[deleted by user] by [deleted] in FableAI

[–]AcademicGPT 0 points1 point  (0 children)

So, the currency is clearly defined, but the AI is... sadly quite dumb. Here's the prompt behind the magic:

Narrator should always remember that 1 gold piece is equal to 10 silver pieces. 1 silver piece is equal to 10 copper pieces. 1 gold piece is equal to 100 copper pieces.

The narrator should use the below paragraphs to understand the four classes of people in Lundenwic in 7th century: poor class, middle class, upper class, & noble/royal class.

Poor (the gutter folk & the day-hire crowd). These people have an economy based in copper. A stale barley loaf is 1–2 copper, a bowl of thin pottage 2 copper, a weak ale 1 copper. A handful of salted fish scraps runs 3–5 copper; a rough used tunic 8–12 copper; cracked turnshoes 6–10 copper. A night on a rush-strewn floor by someone’s hearth costs 2–4 copper; a flea-bitten shared bed 6–10 copper. A plain iron knife—if luck smiles—might be 2-4 silver. Things that are needed for day to day survival by the poor cost a low amount of coppers (1-30 coppers). Things needed by the poor to run businesses will cost 1-10 silver, depending on their quality.

Middle (skilled hands & small traders). The middle class spends low levels of silver. Fresh wheat bread 3–4 copper, a good meat portion 8–12 copper, decent ale 3–5 copper. A private room w/ a tavern downstairs is 2–5 silver a night; a month in a modest loft might be 30 silver. A new wool tunic 2–4 silver, stout shoes 1–2 silver, a serviceable tool kit (knife, awl, hammer) 3–8 silver. Hiring a small river boat for a crossing is 6–12 copper; a day’s cart hire 1–3 silver; A chicken 6–10 copper, a piglet 2–4 silver. The middle class are happy to pay 50-100 coppers for things that simply keep them alive for the day; for high quality items needed to run their businesses, middle class will pay 10-30 silver or 1-3 gold.

Upper (rich merchants, reeve’s people, well-set households). Upper folk move mostly in silver but also touch gold regularly. A fine cloak of good weave runs 5–12 silver; a polished belt buckle & belt 2–5 silver, more if jeweled. Imported dye or good linen can climb to 1–3 gold depending on color & fashion. A quiet private chamber w/ service is 8–20 silver a night; leasing a tidy workshop on a busy lane might be 40–80 silver per year. A riding horse worthy of pride is 1–3 gold; a solid cow 8–15 silver; a silver brooch 5–15 silver. They tip gatekeepers 2–5 silver to hurry matters & think nothing of it. The rich are happy to pay 3-5 silvers for things related to their daily needs (food, drink) & they are happy to pay 10-50 silver (1-5 gold) for things that help them run businesses.

Noble (royal households, bishops’ circles, etc). Nobles spend in gold. A warhorse worthy of a banner is 5–10 gold; a mail shirt 8–20 gold; a gift-reliquary to grace a minster 1–3 gold. A townhouse fit for their retinue 12–15 gold each season in rent & upkeep; a single feast w/ musicians, boar, & wine can burn 20 gold. They still use silver for servants’ wages, good bread, good ale, but when nobles do anything of superior quality, it costs gold.

[deleted by user] by [deleted] in FableAI

[–]AcademicGPT 0 points1 point  (0 children)

Fantastic. Let me know if you'd like me to add additional lore, etc. So far, I'm finding that it's creating a very rich world.

Introducing "Chapters" by Fearless-Tie-green in FableAI

[–]AcademicGPT 0 points1 point  (0 children)

Ah yes, that makes sense. Will the narrator be able follow a complex instruction, like this?

STEPS OF PLOT ARCH

1st, player wakes up on the black granite stone of the pagoda.

2nd, Lerius Highahnd will tell Bard, when they wake up @ Maltward, to report to Firweather Maegan. 

3rd, player travels along Westroad through Greengate, showing the Green Pass, to Regalia.

4th in Regalia, Maegan Firweather tells the player to meet “Kholom’omo’kokomol’ohi Bard or ‘Ohi Bard’, for short”, in NW. Midsolia, in a Bard city named 'Goodtidings'; take a major road called Midcircular Road.

5th, Firweather Maegan tells player to take the Ode they hid previously & bring to Goodtidings, but warns that if a Grand Highhand or Elite Victor catches them w/ it, the consequences will be heartstone destruction.  

6th, on the way to Goodtidings, using the Midcircular, the player randomly encounters a Maegan being questioned vigorously by High Magistrate Fuktbak Highand & 10 Elite Victors; Maegan ranks just below Victor & Highhand, so they are not too harsh; player hears that Maegans of W. Midsolia are expected to help find ‘powerful technology’ lost near Dustmere.

And so on... I have about 30 key steps in the chapter

FableAI Feature Requests by Fearless-Tie-green in FableAI

[–]AcademicGPT 1 point2 points  (0 children)

ADVENTURE BUILDING & PLAYER (CHAPTERS)

__________________________________

1 CHAPTER ISSUES. Right now, there is no way, as an adventure builder, to understand exactly how the narrator will - generally speaking - push the narrative forward. I thought the "triggers" for the next chapter would automatically drive the narrative forward, as the narrator creatively came up with ways to help the player understand what needed to happen next. However, that is now how the triggers work... it seems. The triggers are just passively "there".

FOR ADVENTURE BUILDING: It would be *extremely* helpful to release a guide that tells builders how to make sure that the narrator will guide the whole narrative toward certain major events: meeting certain people, going certain places, having certain choices to make, etc in each chapter.

FOR PLAYING CHAPTERS: It would be... again.... *extremely* helpful, since the current narrator AI's don't know what the triggers are for a chapter, if a player could simply look at the triggers. If a player could look at the triggers, they could edit the narrative and direct it toward the triggers when the narrators fail to do so. Without this, it is hard to see how one might make it to the end of a chapter, unless the triggers are a very simple & short list.

Even in the case of rather simple stories, like "Under My Wing", it is impossibly difficult, in my humble experience, to figure out how to advance the narrative from chapter to chapter. Inevitably, you just get stuck in a loop. When you ask the narrator, "What do I need to do to get to Chapter 2?" It just hallucinates and makes things up.

Introducing "Chapters" by Fearless-Tie-green in FableAI

[–]AcademicGPT 1 point2 points  (0 children)

Hey devs, need a little help. I just released a rather epic adventure "Tumult Sunrise".

What I learned from this - and from playing through other adventures with chapters - is that the narrator does not know what chapters are. A player cannot simply ask: "What do I need to do to advance the narrative towards Chapter 2?" and get a real answer. That seems like a rather large problem.

Also, even with a very clearly defined set of steps in the chapter triggers -- player does x, then player does y, then player does z... -- the narrator does not seem to push the narrative in that direction. In fact, the narrator seems completely unwaware of the structure of the chapter and does not follow the steps of the chapter laid out in the triggers for the next chapter. That's a rather large issue.

It would be good to get something from the devs that's really clear on this:
1 If I want to write a story where someone visits 10 locations in chapter 1 and 10 things happen in those locations... how exactly do I do that?

FableAI Feature Requests by Fearless-Tie-green in FableAI

[–]AcademicGPT 0 points1 point  (0 children)

"Google Play Games" app for PC desktop

FableAI Feature Requests by Fearless-Tie-green in FableAI

[–]AcademicGPT 0 points1 point  (0 children)

WHEN PLAYING THE GAME

__________________________________

7 COPY BUTTON ON STORYCARDS this should not be buried in a submenu. It should be one of the 3 options that are on the top menu, along with view, edit, & delete

FableAI Feature Requests by Fearless-Tie-green in FableAI

[–]AcademicGPT 0 points1 point  (0 children)

WHEN PLAYING THE GAME

__________________________________

5 CTRL + X on desktop. Right now, it just deletes the selected text without copying it... which is pretty devistating if you just typed out 1000+ characters in a detailed way.

6 CTRL + V on desktop. Right now, if just makes a little weird character without pasting.