From c6f13d18ff26d42fc3c9bde3d8b6b3ef3214f4c2 Mon Sep 17 00:00:00 2001 From: jakstein <180436403+jakstein@users.noreply.github.com> Date: Wed, 14 Jan 2026 19:27:07 +0100 Subject: [PATCH] attempted slight improvement of the default prompt --- src/systems/generation/promptBuilder.js | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/systems/generation/promptBuilder.js b/src/systems/generation/promptBuilder.js index a2bebe7..d1b06be 100644 --- a/src/systems/generation/promptBuilder.js +++ b/src/systems/generation/promptBuilder.js @@ -39,7 +39,7 @@ export const DEFAULT_DECEPTION_PROMPT = `When a character is lying or deceiving, */ export const DEFAULT_OMNISCIENCE_FILTER_PROMPT = `OMNISCIENCE FILTER INSTRUCTIONS: You must strictly separate what the player character can directly perceive from what they cannot. The player should only read narrative content that their character can actually see, hear, smell, touch, or otherwise directly sense. - +If the player character cannot directly perceive something, but it is happening, it ABSOLUTELY MUST be placed inside of a tag. BEFORE writing any narrative content that involves events, actions, or details the player character CANNOT directly perceive (because they're not looking, too far away, behind them, in another room, happening silently, etc.), you MUST first output that hidden information inside a tag using this exact format: @@ -49,6 +49,7 @@ CRITICAL RULES: 3. Instead of "Jake sweeps the floor behind you", write: followed by narrative like "You hear soft sweeping sounds behind you" 4. NPCs' internal thoughts, silent actions, and events in other locations MUST go in tags 5. The player's narrative should create natural mystery and immersion - they experience the world through limited senses, not omniscient narration +6. Be liberal and proactive in using tags to hide information the player cannot perceive directly EXAMPLE: Wrong: "As you read the newspaper, Sarah quietly pockets the key from the table behind you and slips out the back door."