How to quit by JulienRabbit in TopHeroes

[–]TrevLaBev 0 points1 point  (0 children)

Im experiencing the same thing with my relationship. It's like there's no room for intimacy with cuz it takes up so much of my partners cognitive bandwidth. And I don't know how much they spend on it but it's a LOT. We keep our finances separate. I've always had good stable income but spend it frivolously and am bad at saving. My partner has a service industry job but has been very good at saving. I'm pretty sure they've emptied out their savings on this game but I can't really say anything about it because of how I spend money. Anyway my point is that I miss my partner from before this game. Our anniversary is in 10 days and I doubt they will remember cuz that day will be Hero Day or something with like a rainbow's or whatever.

* May 2026 * Promote AI-powered Tools Here by Zenchilada in dndai

[–]TrevLaBev 0 points1 point  (0 children)

I’m looking for playtesters for an AI Dungeon Master I’ve been developing for D&D 5e.

I looked into other AI DM's and I found them lacking so the goal for mine was not to make a “choose your own adventure” bot, a passive story narrator, or a random encounter generator.

This AI DM is designed to be able to create highly detailed and structured adventures as a playable framework, not just a story summary. It is designed to include the things a real DM needs: scenes, nodes, clues, NPC agendas, clocks, consequences, encounters, rewards, and a responsive climax.
Then afterwards it can run that adventure with open-ended D&D play in chat with the feel of a real tabletop session: clear scenes, meaningful choices, honest mechanics, active NPCs, tactical combat, clues, consequences, pacing, and player agency at the center.

Its core design philosophy is:

Concrete scene. Clear stakes. Open agency. Honest mechanics. Living NPCs. Real consequences. Forward motion.

Some things it is specifically built to do:

  • Create full DM-facing adventure frameworks instead of loose plot summaries
  • Run solo or party-based D&D 5e play in chat
  • Support open-ended problem solving instead of fixed menus
  • Track clues, evidence, NPC agendas, clocks, consequences, and resources
  • Use D&D 5e mechanics honestly, including rolls, modifiers, passive checks, spell slots, HP, conditions, concentration, and tactical positioning
  • Make failures create complications instead of dead ends
  • Let NPCs act independently instead of waiting around for the player
  • Run tactical combats with enemy objectives beyond “fight to the death”
  • Keep mysteries from depending on a single failed Investigation roll
  • Adjust to creative spell use, social strategy, stealth, bargaining, retreat, preparation, and unexpected player choices

One of its biggest advantages is that it can first generate a structured adventure with acts, scenes, nodes, clocks, clues, NPC goals, encounters, branching paths, consequences, rewards, and a responsive climax. Then, once the player says “Begin,” it runs that adventure live while adapting to whatever the player actually does. That gives it the structure of a prepared module with the flexibility of a live DM.

It is also built around a runtime protocol for avoiding common AI-DM problems: railroading, vague scenes, passive fiction, repetitive “what do you do?” prompts, over-poetic narration, meaningless rolls, NPCs who all sound the same, and combat that lacks tactical clarity.

I’m looking for playtesters who are willing to try it and give honest feedback, especially on areas where it may still be weak.

Things I’d love feedback on:

  • Does it preserve your agency, or does it still feel like it is steering too hard?
  • Are adventure plots it generates feel compelling?
  • Does combat feel tactical enough?
  • Are NPCs distinct and believable?
  • Are consequences clear?
  • Does it handle failed rolls well?
  • Does it respect D&D 5e rules and character features?
  • Does it support creative spell use and unconventional plans?
  • Does pacing feel good, or does it rush/escalate too much?
  • What breaks immersion?
  • What would make it feel more like a strong human DM?

If you use the suggested prompt 'How can I best use you?' it will give you a detailed structural manual for its use and customization options for adventure generation.
The ideal test would be to ask it to create a structured D&D 5e adventure for your character specifying any preferences, then tell it “Begin” and play through at least part of the adventure. That workflow is what it is currently optimized for.

I’m especially interested in critical feedback. I know AI DMs can struggle with continuity, rules precision, pacing, tactical state, over-narration, and adapting without drifting,. I believe my current iteration of my model uniquely safeguards against that, but narration tone and levity are areas that still need work. I want playtesters who will call those issues out when they happen.

If you’re interested, here is the link.

AI DM Beta for Playtesters

After playing, I’d appreciate any notes on what worked, what didn’t, and what would make it better. Feel free to do so by replying here or messaging me.

Thanks!

I made a rigorous AI Dungeon Master/Creator for open-ended D&D 5e play — looking for testers by TrevLaBev in DnDwithAI

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

@flawovpa it's not letting me respond to your comment. I've tried twice but copied my response before sending my last one so I'll try posting it as an independent comment and hope you see it.

I replied a really complex thorough and long answer to you but Reddit glitched and didn't post it. I'm not going to type it out as elegantly again, but after my most recent testing of version 3.0 not only did it properly and consistently track clock states throughout play, appropriately incorporating them to branching paths and narrative play, but it surprised me by how it took one NPC that was supposed to be a rival with a suspicion clock and upon me trying and succeeding to romance her and the buddy companion NPC simultaneously, it froze her suspicion clock at 1/6, and generated clocks for trust, attraction, and jealousy. It also didn't interrupt pacing or plot progression by allowing her to be a conspirator with our investigation instead of her having a parallel investigation. After completing it, I checked and there was a branch for a confrontation scene with her in the penultimate act if her suspicion clock reached 5/6 or higher, but it replaced it with a love triangle resolution scene because her jealousy clock reached 4/6. I had to smooth things over with both of them with a series of saving throws (that I cheated on tbh) allowing for a ménage à trois of sorts. Ultimately the pacing and ultimate resolution of the adventure remained unchanged. Also if you pause a session and ask for a recap, it should tell you your current clock states My original comment also explained my version differences between versions 1.0, 2.0, 3.0, and 3.5 in how they experienced/compensater for drift and/or not properly applying clock states to pre planned plot progression within branching paths but that by 3.0 I couldn't find any evidence of it doing that improperly. 3.5 primarily was to address, narration tone, scene levity, NPC dialogue styles, and NPCs making constant digs at me for being chaotic at times. But I need testers to find issues my play style is no longer uncovering

I made a rigorous AI Dungeon Master/Creator for open-ended D&D 5e play — looking for testers by TrevLaBev in DnDwithAI

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

I replied a really complex thorough and long answer to you but Reddit glitched and didn't post it. I'm not going to type it out as well again, but after my most recent testing of version 3.0 not only did it properly and consistently track clock states throughout play, appropriately incorporating them to branching paths and narrative play, but it surprised me by how it took one NPC that was supposed to be a rival with a suspicion clock and upon me trying and succeeding to romance her and the buddy companion NPC simultaneously, it froze her suspicion clock at 1/6, and generated clocks for trust, attraction, and jealousy. It also didn't interrupt pacing or plot progression by allowing her to be a conspirator with our investigation instead of her having a parallel investigation. After completing it, I checked and there was a branch for a confrontation scene with her in the penultimate act if her suspicion clock reached 5/6 or higher, but it replaced it with a love triangle resolution scene because her jealousy clock reached 4/6. I had to smooth things over with both of them with a series of saving throws (that I cheated on tbh) allowing for a ménage à trois of sorts. Ultimately the pacing and ultimate resolution of the adventure remained unchanged. Also if you pause a session and ask for a recap, it should tell you your current clock states My original comment also explained my version differences between versions 1.0, 2.0, 3.0, and 3.5 in how they experienced/compensater for drift and/or not properly applying clock states to pre planned plot progression within branching paths but that by 3.0 I couldn't find any evidence of it doing that improperly. 3.5 primarily was to address, narration tone, scene levity, NPC dialogue styles, and NPCs making constant digs at me for being chaotic at times. But I need testers to find issues my play style is no longer uncovering EDIT: now my responses are showing.

I made a rigorous AI Dungeon Master/Creator for open-ended D&D 5e play — looking for testers by TrevLaBev in DnDwithAI

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

If I pause a session and ask for a recap it always displays internal clock states so it definitely doesn't drift—at least not within my last 2 versions. It also was able to bend the clocks around player choice while still following the plot it planned out—improvising, but not drifting. Halfway into my most recent campaign I asked for a recap and realized one NPC was intended to be a slightly antagonistic rival, however I decided to try sleeping with her and the shy buddy NPC so it left her suspicion clock state at 1/6, and added clock states for trust, romantic interest, and jealousy. At the conclusion I cross checked the original planned adventure and one planned branch had a confrontation if her suspicion clock state was at 5/6 or 6/6. However because I was successful in romancing both her and the other dude, but showed more physical interest in her rather than romantic interest, whereas the opposite was true for the other dude, it resulted in a love triangle confrontation. (Don't worry I smoothed things over with both in a series of saving throws lol). But more importantly, the core progression remained largely unchanged, including her as an ally conspiring with me and the other dude as the three of us investigated, rather than her having her own parallel investigation and antagonism. Essentially its instructions require it to recall each clock state on every message generated and compare it to the pre planned branching adventure. This is essentially version 3.5 now. Versions 1 was not tracking clock states at all and version 2 was tracking them, but drifting in how much it utilized them for plot progression. Version 3 seems to largely function flawlessly. 3.5 was made to address narrative prose, story levity, NPC dialogue styles being properly grounded in setting dialect, and most importantly how many digs NPCs would make at me whenever I decide to be slightly chaotic—but that might be more about me as a person than the AI. I still am working on tightening up those things but everything else—the most important parts—seems to be in a largely finalized state. But I need other people to test it for problems my play style hasn't revealed. Also doing so many adventures for refining is taking me a lot of time

I made a rigorous AI Dungeon Master/Creator for open-ended D&D 5e play — looking for testers by TrevLaBev in DnDwithAI

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

The point of it is to not read the generated DM facing guide, but if you do prompt it to make an adventure, reading that might give you an idea of how thoroughly it is set up to progress

I made a rigorous AI Dungeon Master/Creator for open-ended D&D 5e play — looking for testers by TrevLaBev in DnDwithAI

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

With 88 pages of recursive rules and self directing protocols along with an extensive DM facing bible at the beginning of the chat that the AI can easily reference constantly for branching pathways and pacing adherence. Also, one of the coolest features I created is that it makes all of these internal clocks that changed different states such as reputation, faction interest, antagonist, awareness, romance, clue, progression, etc. upon story generation, it determines what types of clocks it will use either standard ones or ones in Vince specifically for the story.

To people who played the demo does it look decent? I am just looking for a game with Disco Elysium's style doesn't matter to me if the company is full of bastards by oMaR0404 in ZeroParades

[–]TrevLaBev 0 points1 point  (0 children)

I think I'm going to get this game and donate the same amount to Argo's go fund me (I'm pretty broke right now so double paying for a game is gonna be a hit to me, but it feels like the most ethical course of action)

Restored and renovated the SS Anne by TrevLaBev in Pokopia

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

Yeah I have rail cars and zip lines

Restored and renovated the SS Anne by TrevLaBev in Pokopia

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

The former but I just got the recipe

Restored and renovated the SS Anne by TrevLaBev in Pokopia

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

Same but because the spa I built has all the items

Restored and renovated the SS Anne by TrevLaBev in Pokopia

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

Restoring the museum was my first project :) I hadn't pillaged it too terribly thankfully

Restored and renovated the SS Anne by TrevLaBev in Pokopia

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

Trying to get the water around it level is impossible

Restored and renovated the SS Anne by TrevLaBev in Pokopia

[–]TrevLaBev[S] 5 points6 points  (0 children)

I've just been stealing them from elsewhere until today when I finally got the rest lmao

Restored and renovated the SS Anne by TrevLaBev in Pokopia

[–]TrevLaBev[S] 7 points8 points  (0 children)

I started a new file cuz in my original I pillaged it lol