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Playing a Chronicler campaign

·425 words·2 mins
chronicler - This article is part of a series.
Part 6: This Article

Let’s demonstrate the engine by creating a new campaign in the Campaigns tab. I will create an example based on the Curse of the Azure Bonds module, but I’m free to let the system define a campaign instead. I’ll also let the engine generate an appropriate banner image:

Generated banner image for the Curse of the Azure Bonds campaign

With the campaign generated, I will go to the Play area to tell the model to set up an adventuring party. I can be as hands-on or hands-off during creation as I wish:

Play area prompting the model to generate an adventuring party

This screen has a number of options allowing me to customize my experience:

Customization options for the play experience

As the system generates the members of my party, I can review them in the party tab:

Party tab listing the generated characters

Clicking on party members shows a detailed character sheet with ability scores, inventory, proficiencies, backstory and so on:

Detailed character sheet with ability scores, inventory, proficiencies and backstory

Once all party members have been created, the sidebar in the play area shows their portraits and summary information:

Play area sidebar showing party portraits and summary info, ready to start

We start the adventure with a detailed introduction text:

Opening narration for the campaign

As a matter of personal preference, I tend to pick a single character to play and let the model handle the others. By default, the system expects text-based input. Note the small question mark and play icon at the end of the response.

  • Pressing play narrates the latest entry using text-to-speech. I have the option of choosing custom voices per character.
  • The question mark shows an indication of the cost of this interaction, based on API tokens. Since I’m using a subscription, I don’t pay anything beyond a negligible amount for text-to-speech and image generation.
First in-game response with question-mark and play-button affordances

While I prefer to play campaigns on a laptop using the keyboard, the engine also supports a Light mode, where the system provides a number of possible actions to take at the end of each response. This is convenient when playing on a mobile phone or tablet where text entry is a bit more awkward:

Light mode showing suggested actions at the end of a response

As we play, the engine builds up a detailed map of areas such as cities visited, with locations in each area for points of interest:

Locations tab mapping discovered places

Active and completed quests are tracked in a separate tab:

Active and completed quests tab

And an index of characters along with detailed notes is also accumulated:

Index of non-player characters with notes

This information is stored on the file-system, allowing campaigns to grow indefinitely without eating up the context window.

The engine can generate images at key moments which are persisted in the gallery:

Image gallery of scenes generated during play

That’s the full loop — campaign creation, party generation, play, and the long-tail of locations, quests, NPCs and imagery that accumulates as you go. Future posts will dig into specific subsystems (combat, travel days, faction clocks) in more detail.

chronicler - This article is part of a series.
Part 6: This Article