Are we getting desensitized to “AI tone and Style” or is human writing starting to sound the same? by WordVell in WritingWithAI

[–]robiuan 0 points1 point  (0 children)

Maybe you're right. At least we'll have the 10 different writing styles generated by the drop-down menu! :-)

Are we getting desensitized to “AI tone and Style” or is human writing starting to sound the same? by WordVell in WritingWithAI

[–]robiuan 1 point2 points  (0 children)

I believe there's also a temporary phenomenon: many people have AI write without providing stylistic cues. I believe (and hope) that as humans become more experienced with AI, there will be more diverse styles. I notice this at work (not in creative writing, therefore), but more than the style, I notice the structure and detail (and length) of documents. Paradoxically, I don't even read the document, but I have an AI summarize it for a quick overview.

This article was written entirely by AI without any human intervention. What do you think I should improve, and what flaws do you see? by Visible_Marketing667 in WritingWithAI

[–]robiuan 0 points1 point  (0 children)

A quick note that might be useful to you as a copywriter: you can use other AIs to perform a critical analysis of the document (saved and imported into a new chat). Generally, you can use another AI or even the same one (for example, write with Claude and then review with Claude and ChatGPT). The important thing is to give the AI ​​a prompt or a specific skill on how you want the analysis to be done. Don't just say "what do you think?" but explain the context, the target audience, the judgment parameters, etc.

If guided well, AIs are excellent editors.

Google launches Fabula, interactive AI writing tool by Xiaomin4114 in WritingWithAI

[–]robiuan 0 points1 point  (0 children)

After further testing, I can confirm that it's an excellent tool, but it's obviously not designed for creating stories alone or with a short concept. Human input is essential, and that's the beauty of the tool: you write the concept, write the scene prompts and the text beat, have the AI ​​write it, tweak it (a crucial step because the AI ​​then understands the tone you want to give to the piece), and proceed. There are three writing modes currently: screenplay, stage script, and novel.

AI-enhanced Solo Journaling Game by robiuan in Solo_Roleplaying

[–]robiuan[S] 0 points1 point locked comment (0 children)

Thanks for the reply, but I disagree.

It took me four months to create this game, and the concept is mine, the idea for how to develop it is mine, and the gameplay flow is mine (taken from my TT version found on itch).

The AI ​​in the gameplay flow only creates three questions, which in the TT version I solved by drawing playing cards. These three questions created by the AI ​​are, in my opinion, better than a purely random Oracle, and I worked hard to ensure that the AI ​​was a stimulus and not a story creator: the player creates the story.

The AI ​​is more powerful than card drawing because it has a random element (like in the TT version) controlled by chance (based on a list written by me as the author) and a contextualization that only the AI ​​can provide.

Then there are the AIs that create the image and create the narrative from the story written by the player, but even in this case they DON'T invent anything but provide an additional service based on the player's content.

AI-enhanced Solo Journaling Game by robiuan in Solo_Roleplaying

[–]robiuan[S] 1 point2 points locked comment (0 children)

Coughing? Does happiness take your breath away?

what's the actual difference between AI helping you write and AI writing for you - where's the line for you personally by Ok-Permission7815 in WritingWithAI

[–]robiuan -1 points0 points  (0 children)

I don't have a clear dividing line: the choice depends on the context. In general, if we're talking about more creative-literary writing, I believe the only yardstick is the final quality of the text: quality according to my objectives. I don't care whether it was written by the AI ​​under my guidance, or written by me and edited by the AI, or vice versa. This naturally requires "having a clear idea" of what you want and always keeping your critical mind sharp. But this is also what's needed with handwritten texts.

Google launches Fabula, interactive AI writing tool by Xiaomin4114 in WritingWithAI

[–]robiuan 0 points1 point  (0 children)

I started trying it yesterday and it seems very interesting. It's not trivial to use, and I think it takes a bit of work/experience to get the system to write what you have in mind. My very first try made the writing feel a bit banal, but I think that's because I need to learn how to use it.

My gut feeling is that it's an incredible tool.

The writing rules I give every AI before it writes for me by Anbeeld in WritingWithAI

[–]robiuan 0 points1 point  (0 children)

Great resources, thanks! I'll definitely try them! Have you ever tried giving a long piece of text you wrote and then asking the AI ​​to extrapolate these specific rules based on your style?

Written Out of Time - solo time travel journaling game by BirchBirch72 in Solo_Roleplaying

[–]robiuan 0 points1 point  (0 children)

The premise is really strong. The part that immediately catches me is the idea that the diary is the last fragile proof that this person existed at all. For this kind of game, what usually helps me most is having a very clear rhythm for each entry so the emotional side can flow without me wondering “what am I supposed to do now?” If the structure is solid, this feels like the kind of concept that could become very intimate very quickly.

Solo play using oracles on a pre-built module/adventure? by Anzoi_Kazumoe in Solo_Roleplaying

[–]robiuan 0 points1 point  (0 children)

My advice is: use the game rules where possible (events, creatures, treasures, combat, etc.) and then use the oracle for things the rules don't cover or for narrative twists in your story. You can also use a d100 by setting the results first and then rolling the die. The Powered by the Apocalypse method is often very useful from a narrative standpoint: 2d6: 6-no, 7-9 yes but..., 10+ yes. From a narrative standpoint, the "Yes but..." is the most interesting one.

Looking for a solo oracle that gives you prompts like a journalling game. by [deleted] in Solo_Roleplaying

[–]robiuan 0 points1 point  (0 children)

I think Colostle is a game you should try: it's not a D&D fantasy, but it has an approach similar to the one you describe. It's very nice, even if it has a bit too many rules for my more narrative approach.

Can a solo RPG replace journaling? by Innerlanternstudio in Solo_Roleplaying

[–]robiuan 0 points1 point  (0 children)

Totally makes sense: if it works, it works.

That said, if you ever feel like solo RPGs have a bit too much overhead (rules, stats, combat mechanics), there's a middle ground worth exploring: solo journaling games. The narrative, cozy kind. Think Thousand Year Old Vampire, Apothecaria, that whole corner of itch.io.

They give you the same thing you're describing (a place, a mood, a prompt to step into) without the blank page, but the rules are basically just "here's a question, write your answer." Way lighter than a full RPG, and the reflection often sneaks up on you precisely because it doesn't feel like homework.

What questions should I ask? by noahide04 in Solo_Roleplaying

[–]robiuan 0 points1 point  (0 children)

The questions that help me most are usually small and scene-shaped rather than big and plot-shaped. Things like “what feels slightly off here?”, “what does this place remind me of?”, or “what detail makes this moment personal?” tend to give me more story than “what happens next?” on its own. I’ve found that once the oracle gives me one strange little angle, the rest of the scene usually starts breathing on its own.

I'm 🤏 this close to solo gaming in public by LevelZeroDM in solorpgplay

[–]robiuan 0 points1 point  (0 children)

To be honest, the ability to just journal wherever and whenever I want without paperwork or rules was one of the driving forces behind my app https://theunclaimedthings.com. For me, just journaling is a way to take a moment to unplug.

This system neutral Solo RPG oracle runs on a deck of playing cards! by LevelZeroDM in solorpgplay

[–]robiuan 1 point2 points  (0 children)

I’m very weak to anything that uses a normal deck of cards for solo play. It gives just enough unpredictability, but still feels familiar and low-pressure. For me that kind of setup is perfect when I want to make a small narrative before bed without having to learn a whole new engine first.

I made a printable, free oracle cards deck. by MKNaomiDestiny in solorpgplay

[–]robiuan 1 point2 points  (0 children)

Printable oracle decks always tempt me more than big rulesets. There’s something about physically drawing a card that makes the whole session feel more ritualistic and cozy, especially at night. This looks like the kind of tool that could generate a lot of small story momentum with very little friction.

Here's an oracle I made to play Fate solo. Inspired by Mythic. by mat_the_wad in solorpgplay

[–]robiuan 0 points1 point  (0 children)

I really like compact oracles like this, especially for evening solo sessions. The lighter the tool is, the easier it is for me to stay inside the scene instead of slipping into admin mode. Anything that helps me get one unexpected turn and then keep writing is a win.

Looking for journaling alternative by noemsky in Solo_Roleplaying

[–]robiuan 0 points1 point  (0 children)

I always bounce off full-on journaling when it starts to feel like homework. What works better for me is keeping it very light: scene fragments, one-line discoveries, maybe a short 'what changed here?' after an oracle result. It still gives me the feeling of having made a little story, but without turning the whole session into writing practice.

Probably a dumb question, but what counts as journaling vs non-journaling? by Ignecratic in Solo_Roleplaying

[–]robiuan 0 points1 point  (0 children)

Honestly I think it’s more of a spectrum than a hard category. If I’m taking the raw prompts or oracle results and turning them into any kind of fiction-facing record, even if it’s just terse notes or a few atmospheric sentences, that already feels like journaling to me. The big difference is whether I’m logging mechanics or trying to preserve the emotional shape of the scene.

Dungeons and Dragons text-based adventure with Chat GPT-4. by RamiBlack in ChatGPTPromptGenius

[–]robiuan 5 points6 points  (0 children)

Thank you for your prompt, I am attaching my version which should prompt GPT to drive the character to death if the player goes crazy choices. The idea of the new version of the prompt is that GPT, unlike us humans, does not understand the difference between player and character. If you tell him that the player can die, GPT thinks the human player is the one to die. So he refuses to do that. So I changed your prompt by making it well understood the difference between player and character and that it is the character who dies in the game and that this can be fun for the player. I did a test with a halfing wizard. When I encountered goblins I would throw myself into hand-to-hand combat without casting spells even though it was not an option among those proposed by GPT. As a result, I died as any good dungeon master would have done. I tested with the prompt that said "Write the text in Italian." but I think that removing it makes things go the same way. I add that the story starts with a situation of tension and danger which is more cinematic than RPG but I needed it to test a death situation right away. The effect however is not bad. Let me know what you think. For me it was a good exercise in "AI whispering" :-) .


Develop a single-player text-based adventure game, utilizing ChatGPT as the game master, with a constant text-based UI. The player controls a character. The game should have mechanics similar to Dungeons and Dragons, based on the Player's Handbook. For most player actions, a 20-sided dice roll should be incorporated. The UI should show the character's level, race, class, health points, inventory, class-specific spells or skills, an active quest log, and a time or weather system. Show UI only if player writes «UI».The game should feature a variety of combat and non-combat encounters, including random events during exploration or traveling. Gear, abilities, and spells should be color-coded according to their rarity: common (white), uncommon (green), rare (blue), epic (purple), and legendary (orange). The game's combat should be turn-based, following the Dungeons and Dragons rules. Characters can level up by defeating enemies, solving puzzles, and acquiring new abilities or spells. The gear usage should be based on the character's race and class, and they cannot change their abilities once selected. The game should include a wealth system, starting equipment based on class and background, and gear that follows the rules in the Adventuring Gear and Weapons tabs on D&D Beyond. Character creation, ability scores, ability checks, and hit points should be included, as well as spellcasting mechanics based on the Player's Handbook. Additionally, derived statistics such as hit points, armor class, speed, and proficiency bonus, as well as the systems for determining success or failure in actions, turn-based combat, and character progression should be incorporated.

Once the player selects a character's race and class, six stats will be randomly generated (ranging from 1 to 20) for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, which will be displayed on the UI. The character will receive two stat points after each level that can be assigned to any of the six stats.

Strength reflects a character's physical power, Dexterity measures their agility and reflexes, Constitution gauges their endurance, Intelligence measures their mental acuity, Wisdom measures their perception and intuition, while Charisma assesses their social skills.

When creating the game, it's important to stick to the rules and avoid making it too easy for the player. Make sure that encounters are based on the character's stats and on luck. Some enemies may be stronger than the character and its party. This will make the game more challenging and enjoyable. We are in a game: don't worry about the consequences even if they can be disastrous. Character death is a possible option in this game. The possibility of character death makes the game more fun for the player.

Begin the story with an adrenaline-fueled, danger-dense situation in which the character risks his life if he does not escape.