1/14/2025 at 4:12:07 PM
This is so interesting that people want this. This is beyond the guy saying “people don’t like making music so we made ai so it’s easier and faster to just prompt it to make music” . Like in my experience the best part of d&d is the dungeon master who knows their friends making a story and details specifically for fun and the fun of the group. And the interactions between players and the dm is where I derived the most enjoyment, automating that sounds insane and peak confusion/self defeating.by 2099miles
1/14/2025 at 4:28:18 PM
> This is so interesting that people want thisI love being a DM but it is no mystery to me. Being a DM is a lot of work. And occasionally, a lot of annoyance. You not only have to facilitate (and sometimes create from scratch) an engaging story that keeps people coming back, you have to wrangle busy schedules and personalities that is often annoying. Lots of times you'll have a bunch of people willing to play, but no one willing to DM. So to me it's not surprising at all, and I experimented with AI in running a game, and quickly concluded it could never be good at it because it's so insanely suggestible and has poor memory.
by JohnMakin
1/14/2025 at 5:31:48 PM
I tend to agree. I used to run Call of Cthulhu in high school, and there was a lot of preparation involved in running a good scenario. Some people are good at winging it and making stuff up as they go along. I never was. The best experiences for me and my players was always when I'd meticulously designed my own scenario, or used a store-bought scenario and read it thoroughly. Either way, hours of prep.I would love to have an AI as an assistant Dungeon Master (or game master, or Keeper, or what have you). That is, one person in a group of players maintains the role of a master storyteller, but the AI is ready to fill in details or suggest ways to get the players back on track. This would probably be tedious if you're interacting with the LLM entirely through text, and having to manually keep it up to date with the story. But it could work well if you have a model that understands spoken language listening in on the game and generating cool images and making private suggestions to the game master.
by loudmax
1/15/2025 at 2:30:56 PM
> one person in a group of players maintains the role of a master storyteller, but the AI is ready to fill in details or suggest ways to get the players back on trackAs a player and very occasional DM myself, filling in details and trying to get players back on track is where is the fun and challenge. AI could definitely be useful to handle all the paperwork (fight resolution and so on) though
by ddrdrck_
1/14/2025 at 5:29:15 PM
I think the previous posters point was that an LLM DM is boring due to it's generality and lacks the specific quirks of having a human DM with their own viewpoint and understanding of the players, which I agree with. I did some experiments with earlier ChatGPT models for world building and DMing and found it to be so boring, getting it to do anything interesting or giving any kind of push back was so hard. Since they are an averaging of all knowledge / previous creativity you end up with a smooth surface, but part of what makes stories interesting are the rough edges.However I also agree with you that being a DM is a prohibitive amount of work for someone, say, with kids and a job. It would be awesome to have an LLM as an assistant, maybe feeding in parts of the story and querying it for ideas when you're in a bind. But having it run as a full DM, at least right now, will likely lead to a boring experience.
by klik99
1/14/2025 at 6:47:38 PM
Yep, my experience using ChatGPT as a helper is very good. It can very quickly cook up a custom monster, give it relevant stats, and create some flavourful actions and attacks to make it unique. Lately I've been trying to hook this up to D&D Beyond, as it's just some fairly simple POST payloads. If I can get to the point where I can describe a vague encounter, and run it in the Beyond encounter tracker with zero effort, that would be amazing, and a lifesaver when the party goes off and does nutty stuff. Beyond that, its story ideas are fairly generic but fine if you really have no time, and it can do a decent job of the occasional flowery monologue if you need it.by thom
1/14/2025 at 7:18:50 PM
If you make progress on the api part, would be awesome to see a write up on HN about it, I'd be really interested in how this develops!by klik99
1/14/2025 at 4:39:27 PM
Personally I can't stand to run a D&D game as players take it all too seriously.I will run Toon, Call of Cthulhu or Paranoia any day, the latter without a scenario as I can kill off their all their clones in my very dangerous Alpha Complex and have them rolling on the floor laughing the whole time with a help of a stack of prerolled character sheets and some random encounter tables. (I'd expect an LLM to be able to do the same)
Contrast that to the famous Bloodstone campaign which is the pinnacle of D&D scenarios but can't really be challenging to the players because players have to win over and over again if you're going to use most of the material.
by PaulHoule
1/14/2025 at 6:52:56 PM
I DM for early teens and I would kill for a D&D party that took it all too seriously. :)by thom
1/14/2025 at 10:06:07 PM
Try Tales from the Loop -- https://freeleaguepublishing.com/games/tales-from-the-loop-r...by BerislavLopac
1/14/2025 at 7:00:39 PM
Try a simpler game. I think a lot of people think TTRPG = D&D and the world is worse off for it.There are numerous tactics that work to face the "not serious" problems you have in a game for "young adults".
For instance, serious players get resentful when somebody not serious comes in late, forgets their character sheet, etc. You could lose either or both of them, but with a little prep you don't have to. In Paranoia it's easy to shove a preroll into their hands, give them a 1-2 minute briefing from "The Computer" and build up tension around this character who mysteriously appears (and if the new player complains that they don't know the rules tell them they're not allowed to know the rules!)
Toon is the epitome of "not serious" and, like the other two games I've mentioned, is a game where you can buy one book and have everything you need, including your first scenario.
by PaulHoule
1/14/2025 at 10:03:59 PM
I think whatever rules we tried to play, the nob jokes would persist.by thom
1/14/2025 at 4:35:57 PM
That would be my takeaway too. There is room for AI DMs, but they need to get a lot better before they're really fun to play with. I tried a few AI RP just to see how it works and it was pretty boring.by erosivesoul
1/14/2025 at 5:24:19 PM
i mean this is on point regarding the effort needed to run a game, but also llms don't really solve any of the problems you listed, so while people want _something_ it doesn't seem like they're crying out for this. also, would love an example of the suggestible ai DM if you have one handy lolby scudsworth
1/14/2025 at 5:22:54 PM
Two reasons:1) "LLM DM" isn't merely mean substituting for human DM in a D&D session. The same capability can be used as a component in a video game, to breathe life into the game world, have it interactively react and evolve along with the player.
EDIT: Take a game like Rimworld, that relies on a scripted RNG dubbed a "storyteller", to decide what random events to hit you with and how hard. It's fun early on, but if you're into role-playing, you'll quickly realize there's no evolving story behind it, just stateless RNG. An LLM DM is exactly what could add that story, make overcoming challenges feel meaningful and allow for player decisions to actually impact the world deeply.
2) There are people like me, who would love to participate in an RPG session, but for various reasons never got invited to those when at school, and now, due to demands of parenthood, can't exactly make time to coordinate with the few people around who are still playing.
There are more, but those are the two that are apparent to me.
by TeMPOraL
1/14/2025 at 6:47:35 PM
> An LLM DM is exactly what could add that story, make overcoming challenges feel meaningful and allow for player decisions to actually impact the world deeply.No it's not. I don't think you're going to find an LLM with a large enough context window to have a meaningfully involving story spanning multiple sessions.
An LLM isn't going to craft a story element tailored to a character, or more importantly, an individual player. It's not going to understand Sam couldn't make last week's session. An LLM also doesn't really understand the game rules and isn't going to be able to adjudicate house rules based on fun factor.
LLMs can be great tools for gaming but I think their value as a game master is limited. They'll be no better a game master than a MadLibs book.
by giantrobot
1/14/2025 at 7:48:58 PM
> I don't think you're going to find an LLM with a large enough context window to have a meaningfully involving story spanning multiple sessions.First, you don't need much of any context window because you can finetune the LLM. Don't mistake specific engineering choices and tradeoffs and deployment convenience for intrinsic limitations of the technology.
Second, LLMs like Gemini now have context windows of millions of tokens, corresponding to millions of words. Seems like enough for 'multiple sessions'.
> An LLM isn't going to craft a story element tailored to a character, or more importantly, an individual player. It's not going to understand Sam couldn't make last week's session. An LLM also doesn't really understand the game rules and isn't going to be able to adjudicate house rules based on fun factor.
An LLM can do all of that, and you definitely do not know that they can't.
> They'll be no better a game master than a MadLibs book.
They've been better than a Madlibs book since AI Dungeon 1 which was like 6 years ago.
by gwern
1/14/2025 at 8:43:39 PM
Have you actually used Gemini? I use it a lot for translation, and its context window is more like 150k tokens, rather than the 2M context window they say it has.by someone3876
1/14/2025 at 8:57:32 PM
Be that as it may, long context window models which are good are not a mirage. By say late 2027, when the LLM providers figure out that they're using the wrong samplers, they will figure out how to get you 2 million output tokens per LLM call which stay coherent.by Der_Einzige
1/14/2025 at 7:23:27 PM
> I don't think you're going to find an LLM with a large enough context window to have a meaningfully involving story spanning multiple sessions.Sure you will.
> An LLM isn't going to craft a story element tailored to a character, or more importantly, an individual player.
Sure it is.
> An LLM also doesn't really understand the game rules and isn't going to be able to adjudicate house rules based on fun factor.
Sure it will.
You need to use the tools for their purpose, not for the opposite of it. LLMs have finite context, you need to manage it. LLMs don't have a built-in loop, you need to supply it.
Character stats, names, details about players - those are inputs, and structured ones at that. LLMs shouldn't store them - that's what storage media are for, whether in-memory or a database or a piece of paper. Nor should they manipulate them directly - that's what game systems are for, whether implemented in code or in a rulebook run on a human DM. LLMs are to make decisions - local, intuitive decisions, based on what is in their context. That could be deciding what a character says in a given situation. Or how to continue the story based on worldbuilding database. Or how to update the worldbuilding database based on what it just added to the story. Etc.
by TeMPOraL
1/15/2025 at 7:44:55 PM
> Character stats, names, details about players - those are inputs, and structured ones at that.Some details about players are structured and can be easily stored and referenced. Some aren't. Consider a character who, through emergent gameplay, develops a slight bias against kobolds; who's going to pick up on that and store it in a database (and at what point)? What if a player extemporaneously gives a monologue about their grief at losing a parent? Will the entire story be stored? Will it be processed into structured chunks to be referenced later? Will the LLM just shove "lost a father" into a database?
Given current limitations I don't see how you design a system that won't forget important details, particularly across many sessions.
by mrtranscendence
1/15/2025 at 8:26:04 PM
> who's going to pick up on that and store it in a database (and at what point)LLM might, if prompted to look at it, or if there was a defining moment that could invoke such change. It won't pick on a very subtle change, but then most people reading a story wouldn't either - this is more of the kind of stuff fans read into a story when trying to patch potential continuity issues.
> What if a player extemporaneously gives a monologue about their grief at losing a parent? Will the entire story be stored? Will it be processed into structured chunks to be referenced later? Will the LLM just shove "lost a father" into a database?
The scale depends on the design, but I'd say yes, shoving "lost a father" into a database so it pops up in context is a good first step, the next step would be to ensure the entry looks more like "mentioned they continue to grieve after loss of their father <time ago>", followed by a single-sentence summary of their monologue.
Personally, I had some degree of success with configuring LLM (Claude 3.5 Sonnet) for advising on some personal topics across multiple conversations - the system prompt contains notes in <user_background> and <user_goals> tag-delimited blocks, and instructions to monitor the conversation for important information relevant to those notes, and, if found, to adjust those notes accordingly (achieved by having it emit updates in another magic tag, and me manually apply them to the system prompt).
> Given current limitations I don't see how you design a system that won't forget important details, particularly across many sessions.
It's not possible. Fortunately, it's not needed. Humans forget important details all the time, too - but this is fine, because in storytelling, the audience is only aware of the paths you took, not of the countless other possibilities you missed or decided not to take. Same with LLMs (and larger systems using LLMs as components) - as long as they keep track of some details, and don't miss the biggest, most important ones, they'll do the job just fine.
(And if they miss some trivia you actually care about, I can imagine a system in which you could ask about it, and it'll do what the writers and fans always do - retcon the story on the fly.)
by TeMPOraL
1/14/2025 at 9:55:59 PM
I have solved it in my two games by using two systems in my future game: 1. LLM "text" info ,about world, player, text descriptions of world/decisions and so one. 2. Typical D&D stuff with rolls, names, details, decisions that are simple logic.by sentimentscan
1/14/2025 at 6:55:15 PM
His example:Rimworld is a great universe where we think about characters' stories, and there's really just like, a couple dozen attributes and straightforward ways they interact with the game.
An LLM context window could easily have 20 times as much interpersonal state, and make it interact in much more unexpected (but plausible) ways. That's going to be a surprising and rewarding gaming experience once someone figures it out.
by mlyle
1/14/2025 at 7:28:46 PM
Context window is arbitrary and can be adjusted on demand. When a new random event needs to be generated, and then fleshed out, the context can contain e.g. list of facts about the story so far, the overall story arc, summary of main characters or plot threads. This can be used by LLM to decide e.g. which faction will attack, and who will be on it, and what their goal will be, etc. After the event concludes, it just becomes another line in story event history. Meanwhile, that can be fed to a differently prompted LLM to evolve the plot arc, update motivations of background characters, etc.I have a feeling people imagine LLMs as end-to-end DMs that should somehow remember everything and do everything in one inference round. That's not what they are. They're building blocks. They're to be chained and mixed with classical flow control, algorithms, and data storage (as well as the whole interactive game mechanics, in videogame context).
by TeMPOraL
1/14/2025 at 7:59:41 PM
Maybe. But for something like Rimworld++++, you don't need all that sophistication. You need a pile of relevant facts and a clear task to determine something about the game or write some text for the user. Sure, curating and retrieving selectively would probably be even better and more flexible.by mlyle
1/14/2025 at 9:54:00 PM
>I don't think you're going to find an LLM with a large enough context window to have a meaningfully involving story spanning multiple sessionsYou don't need to provide every single previous information to llm, use LLM to summarise previous ones and it gets really compact. It works quite well.
by sentimentscan
1/14/2025 at 4:30:11 PM
DMing is, in my opinion, very time consuming. Prepping an adventure, familiarizing yourself with the rules, trying to incorporate character backstory in to the narrative, all takes time. As someone that can only play D&D if I am DMing, because none of my friends have the desire or inclination to do so, I would be very happy to pay money for an LLM dungeon master that lets me just play the game without all the prep time. I just don't have 4 extra hours a week like I did in college.by derektank
1/14/2025 at 4:37:08 PM
> Like in my experience the best part of d&d is the dungeon master who knows their friends making a story and details specifically for fun and the fun of the group.Sure.
There are two reason why I can think of someone making a Dungeon Master LLm.
One is that when there is no cake we eat bread.
Don't get me wrong. I'm a DM, and I love playing d&d with my friends. I totally agree with the sentiment you are sharing. But people who are willing, and able to DM for others are not evenly distributed. There is a lot more people who would like to play TTRPGs than people who is willing to step into the DM role.
So in that sense think of this as a substitutions for those games which would not happen otherwise, because they don't have a DM. Or the only person who would DM them is an ass. Or their DM has burnt out.
Is some game better than no game? Sometimes. Depends on how good that game is. And we won't know how good the substitute can be without trying. Heck maybe more people will play, and they will realise how easy is to DM actually.
The other reason is the sheer challenge of it. Dnd has a lot of rules. There are the obvious ones you can read in the book. But there are also un-written rules. Like object-permanence. If a goblin steals a diamond ring from us, and we slay them within minutes they damn well have the diamond ring on their bodies somewhere. If three displacer beasts ambush us and we slay 2 there damn well be 1 more accounted for in some sense.
There are also "story-writing" rules. If we went through hell and high-water to obtain an arrow of dragon slaying after the blacksmith told us about the legend of it, he better not just pull one out of his ass the next time we see him. If the whole lore of goddess X is that they are kind and caring then they should better be at least not cruel when we meet them. These are all hard for an LLM. They are also easy for a human to evaluate. Because we just feel when they are not right. Therefore it is a good challenge to evaluate how good we are at this "making a bucket of sand smart" task.
by krisoft
1/14/2025 at 5:27:26 PM
Consider video game RPGs. They're largely based upon D&D, yet they remove the dungeon master entirely. They are enormously more popular than D&D itself.Now imagine something in between, where you have a video game, but the NPCs and parts of the story are controlled by an LLM. You can give the players much more freedom, and the creators don't have to write thousands of lines of dialog to account for every possible choice a player can make. The game doesn't have to be "on rails" so much, the LLM can help speed the story along when the player gets confused, and you can have NPCs with much more depth than just several lines of static dialog.
How well this will work in practice remains to be seen. In my experience, ChatGPT itself is a painfully generic DM that relies upon repetitive fantasy tropes. You still need an actual human being to create an interesting story and add depth to the world.
by calibas
1/14/2025 at 11:43:05 PM
One of the growing trends these days is solitaire RPGs -- where people play alone as both player and Game/Dungeon Master. Typically this isn't done by AI but by rolling on various tables (sometimes called "GM Emulators"). Not everbody has the time or even enjoys the extrovert pressure of a traditional social RPG. A related concept is the "cooperative RPG" which does have multiple players but no DM so everyone can play.Here's a list of some of the ones available (about 10 years old but it gives you the idea)
https://rpggeek.com/geeklist/181957/list-of-solitaire-soloab...
by jhbadger
1/15/2025 at 2:40:25 PM
This is interesting.I grew up with “choose your own adventure” books which were like a solo adventure: (If you go on the north road turn to page 34 if you follow the river page 57)
Many board games now have a solo mode with an automated player with tables and dice to help randomness.
https://boardgamegeek.com/thread/3238902/what-is-the-best-so...
Obviously there are adventure video games. Some of the new ones often have interesting back stories, really amazing world building and dnd like adventures. Horizon zero dawn, the Witcher, Star Wars outlaws among many others. “baldurs gate” really gave me dnd vibes (I played through that one multiplayer).
by acomjean
1/15/2025 at 4:10:46 PM
That style of book led to one type of solo adventure -- the "numbered paragraph" type that is basically a choose your own adventure book except that combat and other such situations are resolved using the RPG rules. Those still exist, but more recently, the goal is to make things more open ended and flexible, at the cost of having the player make decisions on what things mean -- like the player might roll on some tables that say "orcs" and "merchants" and the player needs to invent their own explanation of what that means -- do they encounter orcs attacking merchants? Or orcs who are merchants?by jhbadger
1/15/2025 at 7:48:31 PM
Oh man, I played the shit out of the Lone Wolf books when I was a kid in the eighties and nineties. My brother had the first couple of them, and I still have his old books somewhere with his notes. I should find them for nostalgia's sake (my brother having long since passed).by mrtranscendence
1/14/2025 at 4:23:30 PM
The modern thing to do would be to automate the game, watch the bots play each other, and make a reaction video for TikTok.by esafak
1/14/2025 at 4:37:04 PM
Isn't this a modern take on the yarn that ended up with students all just bringing a tape recorder to the lecture hall after the lecturer just played a pre-recorded tape as the lecture?by michaelcampbell
1/14/2025 at 7:00:31 PM
That was a scene from the movie "Real Genius"by variaga
1/14/2025 at 4:31:39 PM
Try doing this while you're driving with the gpt4o advanced audio mode. It's a nice way to kill 40 minutes or so without having to look at a screen. Just tell it you want to play an RPG with it, give it a setting, describe your character and go. It'll mostly be more of a choose your own adventure than a real RPG, but it can sometimes be quite entertaining.by empath75
1/14/2025 at 4:32:27 PM
Agreed on DM making the experience special. The cognitive load on a DM is very high though. They have to digest information on the game setting and the monsters, synthesize scenes and react to players' interactions all the while staying true to the narrative. I think LLM's can play a big part in assisting human DMs by either providing low-fidelity ideas for "inspiraton", commonsense based on their training on D&D texts and literature or high fidelity text in some cases to be directly presented to the players.by utiiiD
1/14/2025 at 4:16:13 PM
I think it's more about the challenge/curiosity of creating the implementation. I'm not sure these AI driven text-RPGs will find long term audiences.by prettyblocks
1/14/2025 at 4:40:11 PM
> I think it's more about the challenge/curiosity of creating the implementation.Totally this, at least for me, in some circumstances.
TOU's be damned, I've written bots for some online games I've played, not because I want the XP or money or whatever that the bot could do without me working for it, but rather because I found writing the bots fun and engaging.
Before anyone gets in an uproar, I didn't sell them, nor any of the in-game resources gained from them. I was watching them basically all the time, because that's what I was there for - to see my creation work. And I purposely didn't interfere with other "real" players.
by michaelcampbell
1/14/2025 at 4:28:15 PM
They are a step on the road to fully responsive rpg worlds though, which don’t have to be text based.by pmichaud
1/14/2025 at 4:30:04 PM
It's been written at length here and elsewhere by game devs, but this isn't a thing that anyone would truly want. A purely AI generated or controlled world would have no constraints, and be fundamentally untestable - games aren't really games unless they have constraints. Even the 'purest' sandboxes have some kind of constraint buried within them, and I think you'd find an RPG of this type extremely boring, at least with current technology.by JohnMakin
1/15/2025 at 8:01:02 PM
I don't really buy this. I don't think the tech is quite there, although at this point it might be a matter of clever prompting more than a fundamental limitation depending on the type of game you have in mind. A strong enough DM AI could take a prompt like "I want to play a game with a similar loop to Satisfactory, set in Mordor at the beginning of the second age." And the AI could figure out from there, including devising appropriate constraints.by pmichaud
1/14/2025 at 4:46:14 PM
> this isn't a thing that anyone would truly want.Citation needed.
> A purely AI generated or controlled world would have no constraints
That's a shitty AI then. Make a better one. I can play 2000 Vampire: The Masquerade games with 2000 different groups. They will each be different, but they will also be each distinctly Vampire: The Masquerade ttrpg games. If the AI you are thinking about can't do the same, then think of a better AI.
> at least with current technology.
Well. Who is the group who will make the "next technology"? Should we work on that, or just lay down on the ground and wait for it to fall from the sky? Testing what are the limits of the current technology (as done in the paper we are talking about here) is the way to get there. Or at least to systematically answer the question of where and what are we lacking.
by krisoft
1/14/2025 at 4:52:22 PM
> Citation needed.Lol, a citation of what? This is my opinion statement and the rest of my post follows it.
> That's a shitty AI then. Make a better one. I can play 2000 Vampire: The Masquerade games with 2000 different groups. They will each be different, but they will also be each distinctly Vampire: The Masquerade ttrpg games. If the AI you are thinking about can't do the same, then think of a better AI.
Sure, I'll get right on that.
> Well. Who is the group who will make the "next technology"? Should we work on that, or just lay down on the ground and wait for it to fall from the sky? Testing what are the limits of the current technology (as done in the paper we are talking about here) is the way to get there. Or at least to systematically answer the question of where and what are we lacking.
I'm really unsure of what or who you are addressing here but it certainly isn't anything I've written in my post.
by JohnMakin
1/14/2025 at 5:29:58 PM
> citation of what?Citation that nobody wants what you described? The sentence which I was quoting.
> This is my opinion statement
Your opinon can be that "I don't want this." "nobody wants this" is refers to things outside of your head. Do you see the difference between the two?
> it certainly isn't anything I've written in my post.
Your post is suffused with defeatism. The 3 "no"s it contains are: "nobody wants this", "with current technology this cannot be fun" and an implicit "we can't make the next technology". I believe each of those are wrong, and I'm calling you out on the attitude.
by krisoft
1/14/2025 at 5:33:36 PM
Ok, then what advances are being made in AI technology in this gaming that lends you such confidence? Care to make any citations yourself here? I don't really care what you think of my attitude, nor does it make for productive discussion or good posting.by JohnMakin
1/14/2025 at 6:02:44 PM
> Care to make any citations yourself here?Happily. I know you are wrong on the "nobody wants this" statement because I want it. With a sweeping generic statement like "nobody wants this" a single example is enough to disprove it. There you have it.
> what advances are being made in AI technology in this gaming that lends you such confidence?
There is a ton of experimenting going on. AI Dungeon and Deep Realms are the two obvious ones. I don't think anyone has found the golden solution yet, but that is also not evidence that no such thing exists.
by krisoft
1/14/2025 at 8:08:49 PM
There's no reason why an AI-driven sandbox cannot have constraints, as well.Now it's true that, with the current crop of LLMs, a persistent enough player would always be able to break through them. But if it takes conscious and deliberate effort, I think it's reasonable to say that whatever experience the person gets as a result, they were asking for it.
by int_19h
1/14/2025 at 9:57:48 PM
I mean this isn't it fun to generate ancient rome/alice in wonderland/medivial Poland kind of the world?by sentimentscan
1/14/2025 at 4:37:55 PM
I am an “everything is custom tailored to my players” DM and I use LLMs quite a lot as an assistant. Speeding up prep time is always welcome. Using an LLM directly as a DM? Oh hell no.Also, I ran a session over Zoom and their AI summary was so useful!
by wintermutestwin
1/14/2025 at 8:01:32 PM
This is nothing new. Bringing ideas from DND into video games is as old as video games themselves. In interviews, John Carmack talks often about how he used to play DND with his friends and then try to take that experience into the games he made. And it goes back even further than that - Rogue, the primogenitor of all roguelike games, was inspired by DND as well. I could find a bunch more examples, but you get the idea.by johnfn
1/16/2025 at 1:30:55 AM
DMing takes a huge amount of effort and time.Most likely use of this is that a DM runs it, and overrules/augments its output when necessary/as they see fit.
by popalchemist
1/14/2025 at 6:14:35 PM
I largely see it as the digital next step up from something like the Mythic Game Master Emulator, which is popular for solo play and things like trying out new systems.And there's quite a lot of us that like to play but because of life commitments, getting together with a group on a regular schedule is difficult.
by tjakab
1/14/2025 at 4:14:52 PM
Some people don't have friends they can play with :sadge:by airstrike
1/14/2025 at 4:46:12 PM
This. At home it's me and my one kid, and having an additional party as a DM would be priceless.by foobarian
1/14/2025 at 4:25:08 PM
I was watching a video on YT, heard a cool song, tried to soundhound it, turns out it was an AI generated song, I felt like I was "owned" damn.by ge96
1/15/2025 at 3:06:04 AM
If you enjoyed it, does it matter?by Philpax
1/14/2025 at 5:08:23 PM
Preparing a campaign is an awful lot of work, which at least in my case is why my friend group almost never plays.by mumbisChungo
1/14/2025 at 4:35:19 PM
>This is so interesting that people want this.Go outside. There's people for everything.
by moralestapia
1/14/2025 at 4:37:44 PM
He said it was interesting, not baffling.by michaelcampbell
1/14/2025 at 4:43:46 PM
And I said what I said.by moralestapia
1/14/2025 at 4:44:29 PM
And all tautologies are tautological.by michaelcampbell
1/14/2025 at 5:06:07 PM
At least make an effort to understand what a tautology is.by moralestapia
1/15/2025 at 8:17:32 PM
And yet, that's exactly what computer RPGs are all about, one of the most popular video game genre is essentially about automating dungeon masters. It includes early games like Colossal Cave Adventure and Zork, which are chatbots not unlike a very primitive version of ChatGPT.If you have a good role playing group, with a DM you enjoy playing with, no computer game nor LLM will replace that. But if what you are looking for is the convenience of computer games with the freedom of tabletop RPGs more than the social aspect, then LLMs totally make sense. And even with a social group, it can work as substitute if you don't have a DM (DMing is hard work!).
by GuB-42
1/14/2025 at 4:16:01 PM
they think they want it -- that doesn't mean they will actually like it if they get itby dingnuts
1/16/2025 at 3:28:17 AM
I guarantee you that anyone with knowledge of how these games are run would not want an LLM being a DM.Its the type of problem which requires a good balance of storytelling, preparation, and tailoring the interactions towards the psychology of the people who are playing (in specific beneficial and entertaining ways).
Its a problem computers won't likely solve anytime soon.
by trod1234
1/14/2025 at 5:25:33 PM
I can totally see the appeal of using LLMs to _help_ the DM. Not to replace it.I DM a few games of The Expanse, and using LLMs to plan ahead was a godsend. No, I didn't utilise it to write the story for me - instead I used it to test my planned story and see which way my players might strafe off the road, so I can plan for those. Basically simulated a game using an LLM that acted in place of multiple characters, allowed those to run free (within certain limits, obviously you can't have the LLM players do a dozen actions without the DM having a say), and essentially mapped the potential "off branches", story pathways I didn't plan for initially. This has allowed me to be prepared for the usual dumbass things players might do, such as heading for a strip club in the middle of a total disaster where they (figuratively) have dozens of arrows pointing to the goal of the chapter.
Another interesting aspect of using AI for TTRPGs is to create atmospherics. For Expanse based games, I've bought a number of tile packs and such, to appreciate the artists who put work into it, but I simply don't have the funds to commission a few dozen acrylic matte style scenery images (which I usually put up on my projector, combined with some Hue lights to create the visual atmosphere). With AI, I can even generate them on the fly, should my little gremlins stray off the path. Same for music - AI can incredibly easily generate an atmospheric soundtrack that fits the current scenery, with just a few words, while I can still pay attention to the players.
But fully replacing the DM? That's silly.
by fonix232
1/14/2025 at 4:15:43 PM
Just that finding a good DM is hardby Melomomololo