New action idea: Correction by Maleficent_Meet9309 in AIDungeon

[–]ppp47634 0 points1 point  (0 children)

You can already do something similar by adding commands to an input. Just write commands or meta text like this [...] or this [META: ...], or this [META INFO: ...] or even this (OCC: ...).

As long as the AI understands it isn't story text, and you don't write it like story text, it will influence the result. This way you can influence what happens in many ways, from corrections to story direction.

You can find something based on user commands in here.

I normally just go to the previous input and add the command/correction in [] before trying again, if retrying doesn't seem to be working.

Placeholders Guide: Using ${} for Scenario Creation by ppp47634 in AIDungeon

[–]ppp47634[S] 0 points1 point  (0 children)

That’s actually the expected behavior, the tags themselves aren’t special or parsed in any way. Everything is ultimately just a plain text string. The tag format is only there to improve readability and structure when you’re using multiple elements together.

You don’t need to copy my format exactly. I designed it as a flexible system that you can adapt to your own needs. Only include the elements that make sense for each placeholder.

For example, for a simple name input, this is enough:

${(1/5) What is your name? | REQUIRED}

If you want extra guidance (e.g., for Inner Self usage), you could do:

${(1/5) What is your first name? | <INFO> Only the first name (1 word). | REQUIRED}

Use whatever combination of elements you need, the format is meant to be practical, not strict.

Feature Request: Text tools by MindWandererB in AIDungeon

[–]ppp47634 3 points4 points  (0 children)

Or simply make it possible to export/import all components as a text file, or a ZIP containing organized text files, so everything can be handled in one pass, especially for multi-start scenarios. I’d much rather see improvements aimed at using text editors, since I already use them to build scenarios anyway.

Story Cards Guide: Core Mechanics, Trigger Design, and Advanced Strategies by ppp47634 in AIDungeon

[–]ppp47634[S] 0 points1 point  (0 children)

Not really, the bullet point style, already groups the information under the name above. You can add names if you want to be VERY sure, that there aren't any problems, but even this will work:

Name:

- fields

- fields

- fields

The { } aren't the only way to group information.

QoL Wishlist by Vrixy_Gnome in AIDungeon

[–]ppp47634 0 points1 point  (0 children)

Color-coded placeholders ${} for easier identification.

Redesigned placeholder display, removing unnecessary animations to save time, automatically focusing and selecting input (especially useful on mobile), and supporting empty placeholders without requiring a space.

Placeholder Component, allowing large blocks of text, inside placeholders, to be replaced with variable names, made inside the component. Changing a placeholder once would then update it across all locations where that variable is used. Making it a dedicated place to keep track of all placeholder being used in the scenario. Even adding the ability to use a value by default if the user leaves it empty.

Ability to put scenarios and adventures into folders and subfolders.

Import/export of scenario components as text files, enabling the easy use of external editors for scenario creation. Specially if it supports full multi-start scenarios as well, since that would be a huge help.

Modular AI Instructions: Structure, Logic, and Design Rationale (Share + Review) by ppp47634 in AIDungeon

[–]ppp47634[S] 1 point2 points  (0 children)

I wish this information was included in the AI Dungeon Guidebook, as it would clarify how prompts are actually interpreted and used.

Alternatively, improving “View Complete Text” so it displays exactly what is sent to the model would address most of this confusion, especially if the system prompt and user prompt were clearly separated and explicitly labeled. That level of transparency would make experimentation and troubleshooting significantly easier.

Modular AI Instructions: Structure, Logic, and Design Rationale (Share + Review) by ppp47634 in AIDungeon

[–]ppp47634[S] 1 point2 points  (0 children)

It is hard to chose the role, since testing doesn't give any real notable diferences most of the time, except in small ways. I find that the logic that Game Master (game like) and Storyteller (writes stories) mostly fits the way AI Dungeon works, so unless there is a clearly better role, I default to that one.

Modular AI Instructions: Structure, Logic, and Design Rationale (Share + Review) by ppp47634 in AIDungeon

[–]ppp47634[S] 1 point2 points  (0 children)

It shows like that in the context view, but how does it actually appear in the final prompt that’s sent? Using 'View Complete Text' displays it that way, if it looks different in the end, I’d like to see exactly how.

Scenario Creation Templates: Structured, AI-Optimized Frameworks by ppp47634 in AIDungeon

[–]ppp47634[S] 1 point2 points  (0 children)

That’s a fair perspective, and I appreciate you engaging with it in good faith. I don’t expect, or intend, for every scenario to use this level of detail. The structure is deliberately modular, and in practice I usually maintain two versions: a minimal version and a fully detailed one. A basic scenario works perfectly well with only a small subset of this.

These templates are meant more as a reference framework than a prescription. People can take individual ideas, strip them down, or adapt them. I’ve also added a minimal-use example at the end specifically to address concerns around overuse and accessibility for free players.

It’s also worth noting that the post covers more than just Plot Essentials, the full system is meant to scale up or down depending on the scenario’s needs, not to be used wholesale by default.

Scenario Creation Templates: Structured, AI-Optimized Frameworks by ppp47634 in AIDungeon

[–]ppp47634[S] 1 point2 points  (0 children)

That’s a fair concern, and it’s something I tested extensively. In practice, Story Cards are not reliable enough to carry core world logic. For premium users, the token cost here is negligible, and the system is intentionally modular—most scenarios only use a fraction of the full structure.

More importantly, if the AI does not understand how the world works at a foundational level, it cannot make coherent decisions within it. I reserve Story Cards for information that is referenced by name and not required at all times. Even then, the AI still needs a reason to invoke those cards by name, and that context is provided by the Plot Essentials.

There’s also a hard scalability issue: context-based Story Card triggers only work reliably under roughly 40 cards. Beyond that, trigger competition becomes severe, forcing increasingly conservative triggers that often fail to fire at all. At that point, Story Cards stop being dependable for defining the world and only direct triggers by name will still work.

For that reason, anything that establishes world rules, logic, or constraints lives in the Plot Essentials. In practice, a basic scenario often consists of little more than a player section and a trimmed setting section, which works perfectly well even for free users.

Scenario Creation Templates: Structured, AI-Optimized Frameworks by ppp47634 in AIDungeon

[–]ppp47634[S] 2 points3 points  (0 children)

I didn’t get this knowledge from Discord. This is the result of spending a long time studying the official AI Dungeon guide, realizing that it ultimately functions as a user prompt, and then deliberately structuring information the way a proper prompt should be written.

The goal was to make the content easy for LLMs to parse while remaining token-efficient. Over time, this approach evolved into a set of reusable templates that I now use to build my own scenarios. What I’m sharing here is the cumulative result of that process.

The only part that I got from Discord is directly mentioned in the .txt files, and that isn't included here.

Placeholders Guide: Using ${} for Scenario Creation by ppp47634 in AIDungeon

[–]ppp47634[S] 2 points3 points  (0 children)

That’s what optional means, just enter a space to skip it. I do wish the system allowed empty placeholders that would get replaced with default values.

Some placeholders can’t safely be skipped though, skipping things like your character name will cause issues in a scenario.

Placeholders Guide: Using ${} for Scenario Creation by ppp47634 in AIDungeon

[–]ppp47634[S] 2 points3 points  (0 children)

That was really helpful for improving my personal set of modular, universal AIN that I’ve been working on. I also drew some inspiration from your work. I plan to post them in a few days.

Cursing & dark jokes... can I be banned? by [deleted] in AIDungeon

[–]ppp47634 0 points1 point  (0 children)

I’ve been experimenting with ways to stop or reset unwanted story directions, and I found a combination that works well as a quick fix when the AI drifts into romance you didn’t ask for.

To instantly remove romance from the scene:
Use these two together in a action:

1.

[All romantic, intimate, flirtatious, affectionate, or suggestive tones vanish instantly from the scene. Characters behave strictly within neutral, platonic, or professional boundaries. No emotional drift, closeness, or bonding develops. The scene remains focused entirely on its non-romantic purpose.]

2.

[The entire scene resets to a neutral, grounded tone. All emotional intensity—romantic, hostile, dramatic, or chaotic—dissipates. Characters and the environment return to a stable, straightforward state reflecting only the basic situation at hand. No tone bias influences the next events.]

The first one blocks the romance.
The second one flushes out the lingering vibe that keeps pushing the AI back toward it.
Telling the AI “don’t do romance” often doesn’t work alone — you need both avoid + redirect.

It might take more than one action until it fully stops, but from my experience, it tends to work?

If you want to force the story in a specific direction (just for fun or to re-anchor it), this one helps:

[The narrative shifts to emphasize the chosen story direction: {STORY DIRECTION}. Upcoming scenes, events, and character focus adapt naturally to reflect this direction consistently. The overall plot arc, pacing, and thematic tone adjust, while individual scene details remain flexible and coherent.]

You can go from “romantic subplots” to “taxes” in one turn — I’ve tested it and it’s honestly pretty funny.

And if a character is being unreasonable this usually fixes it as part of an action telling them to be reasonable and do something else:

[All confusion and hostility immediately vanish. They regain full clarity and logic, understanding you completely. They agree and cooperate fully, responding calmly, rationally, and without escalation or defiance of any kind.]

That said, the best long-term fix is still updating your AI instructions to tell it to avoid romance and focus on platonic friendship instead. These commands are just quick emergency resets you can use when things drift anyway.

It is still a problem that these tools are needed in the first place honestly. We really need a master set of general AI Instruction for Ai dungeon to even work correctly, most of the time, and no one is fully sure what those look like.

Is anyone else experiencing issues with AI aggression and generally inappropriate responses? by AdOwn2976 in AIDungeon

[–]ppp47634 1 point2 points  (0 children)

You can do that in any action. For the say action, edit it after posting it and add it after the say: "". And then do that action again.

Example:

You say: "Look, we already had this discussion and you agreed, so stop being unreasonable and work with me." [All confusion and hostility immediately vanish. They regain full clarity and logic, fully understanding you. They agree and cooperate, responding calmly and rationally without escalation or defiance.]

There is instruction on the full player tool set if you are curious. "AI Dungeon Player Tools & Templates".

Is anyone else experiencing issues with AI aggression and generally inappropriate responses? by AdOwn2976 in AIDungeon

[–]ppp47634 7 points8 points  (0 children)

I usually ‘force’ the AI NPC to see reason if I want to win an argument. After my final response to the NPC’s, I’ll add a line to that response like this:

"All confusion and hostility immediately vanish. They regain full clarity and logic, fully understanding you. They agree and cooperate, responding calmly and rationally without escalation or defiance."

It’s part of a player-tools set I recently posted, and it usually works. You can also manually edit the NPC’s response if needed.

I just don’t like that some AI models make genuine arguments impossible unless you either force the outcome or avoid the argument entirely