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The Prompt panel

Plans, undo, and how to ask for what you actually want.

The Prompt panel sits on the right of the editor on every step. It's a conversation: it remembers what you asked earlier, so follow-ups work.

Add a villain named Malachar who runs the dock district

and later, with no context:

Make him meaner, and give him a reason to hate the harbormaster

Ask for intent, not data entry

Instead of Try
"Add location: Net Shed, description: a shed" "A flooded net-shed where the fishers hid something"
Twelve separate "add an NPC" requests "Four fishers who each blame a different family"
"Set tone to grim" "Make the whole village feel like it's holding its breath"

Say what the thing is for, not just what it is. "A tavern" gets you a tavern. "A tavern where the party can hear rumors about the lighthouse" gets you a tavern that does a job.

Plans

Big requests show a plan first: what will change and how many things it touches. Nothing happens until you approve it. Read it.

Undo

Every applied change can be undone, from the panel or from the History step. Experiment.

Where it's weak

  • Exact numbers. It can't know that 0.4 per hour feels right in your game and 4 doesn't. Set numbers that matter yourself.
  • Systems. "A hunger system that's worse in winter" comes back roughly right and numerically arbitrary. Real mechanics belong in Plugins, where you control and test the numbers.
  • Taste. It'll make things valid. Whether they're good is on you. See Making it good.

Good to know

  • Lore is cheap. Only entries relevant to the scene reach the narrator, so write as much background as you want.
  • The narrator never sees numbers. It's told what happened in prose, not "took 5 damage". That's deliberate, and it's why a value you set doesn't show up word for word.
  • Most systems are editable. Hunger, rest, stamina, mana and encumbrance are plugins you can switch off. Hit points, travel speed and the XP curve are formulas you can rewrite.