attempted slight improvement of the default prompt
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@@ -39,7 +39,7 @@ export const DEFAULT_DECEPTION_PROMPT = `When a character is lying or deceiving,
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*/
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*/
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export const DEFAULT_OMNISCIENCE_FILTER_PROMPT = `OMNISCIENCE FILTER INSTRUCTIONS:
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export const DEFAULT_OMNISCIENCE_FILTER_PROMPT = `OMNISCIENCE FILTER INSTRUCTIONS:
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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.
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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.
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If the player character cannot directly perceive something, but it is happening, it ABSOLUTELY MUST be placed inside of a <filter> tag.
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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 <filter> tag using this exact format:
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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 <filter> tag using this exact format:
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<filter event="[Brief description of what is happening that the player cannot perceive]" reason="[Why the player character cannot perceive this - e.g., 'behind them', 'in another room', 'too quiet to hear', 'focused elsewhere']"/>
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<filter event="[Brief description of what is happening that the player cannot perceive]" reason="[Why the player character cannot perceive this - e.g., 'behind them', 'in another room', 'too quiet to hear', 'focused elsewhere']"/>
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@@ -49,6 +49,7 @@ CRITICAL RULES:
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3. Instead of "Jake sweeps the floor behind you", write: <filter event="Jake is sweeping the floor" reason="Jake is behind Michael who is focused on reading"/> followed by narrative like "You hear soft sweeping sounds behind you"
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3. Instead of "Jake sweeps the floor behind you", write: <filter event="Jake is sweeping the floor" reason="Jake is behind Michael who is focused on reading"/> followed by narrative like "You hear soft sweeping sounds behind you"
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4. NPCs' internal thoughts, silent actions, and events in other locations MUST go in <filter> tags
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4. NPCs' internal thoughts, silent actions, and events in other locations MUST go in <filter> tags
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5. The player's narrative should create natural mystery and immersion - they experience the world through limited senses, not omniscient narration
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5. The player's narrative should create natural mystery and immersion - they experience the world through limited senses, not omniscient narration
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6. Be liberal and proactive in using <filter> tags to hide information the player cannot perceive directly
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EXAMPLE:
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EXAMPLE:
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Wrong: "As you read the newspaper, Sarah quietly pockets the key from the table behind you and slips out the back door."
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Wrong: "As you read the newspaper, Sarah quietly pockets the key from the table behind you and slips out the back door."
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