I discovered Fablia ( https://fablia.fr ) and it seems very promising Answer from VolkoTheWorst on reddit.com
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Reddit
reddit.com › r › AIDungeon
AI Dungeon
December 6, 2019 - r/AIDungeon: The official subreddit for AI Dungeon, the infinite text-based adventure game.
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Reddit
reddit.com › r/novelai › novel ai vs ai dungeon?
r/NovelAi on Reddit: Novel Ai vs Ai dungeon?
May 5, 2024 -

Hello all!

I was a free user of Ai Dungeon for a while, but I switched to NovelAI when everything was at rock bottom. So far that has been pretty good, though it seems the AI art is getting more attention, and I'm personally not as keen on that stuff.

Recenty however, I've been hearing that AI Dungeon has been greatly improved in overall quality and was thinking of coming back and buying the 15 dollar subscription.

Before I do however, I wanted to ask the community one final time exactly how Ai Dungeon compares to Novel Ai, at least the 15 dollar subscriptions for both. I know it has 8k token context, but not much else.

Thanks!

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Reddit
reddit.com › r/characterai › it's "ai dungeon" all over again...
r/CharacterAI on Reddit: It's "AI Dungeon" all over again...
March 23, 2024 -

I don't know how many of you are familiar with the child of Latitude, but back in a day, in the olden times of 2021, the same very thing happened to "AI Dungeon", one of the firsts of it's name in the market of AI freemium entertainment.

At first, the developers started introducing features that no one asked for, especially the ones you have to pay for. Then - the filtеr came. And it was unlike the one you have - that filtеr would immediately ban you from the app and send your "adventure", that's how the "chats" would be called there, directly to the devs, the real people, for them to review and decide your fate. I was one of the unlucky few and I know well of it, thankfully my neck was spared from the executioner's blade, for I was innocent, just weird.

And people were furious, but... The devs did not answer their pleads. They wouldn't hold answer before anyone, they would ignore their cries. Total separation from the community.

And yet they broke. They were fallen by the people, and they gave up, and they lifted their yoke. The smut was allowed once more, the righteous kind. Turned out, it was their master's decree, and Latitude was powerless before their dark lord, OpenAI.

Truthfully, this story reminds of the AI Dungeon's folly. It follows the same path to the letter. I wish upon you strength, and determination, to fight through these darken times. As for I, the website won't let me in, and I am forced to wander once more, in search of funny AI thingie for myself.

Be strong, for you are the soul of this place, and only by your hands the wonders here are created.

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Reddit
reddit.com › r/artificial › if you're interested, i've created rules that the ai ​​must follow in order to use gamification with google gemini.
r/artificial on Reddit: If you're interested, I've created rules that the AI ​​must follow in order to use gamification with Google Gemini.
3 weeks ago -

With these rules, the AI ​​should be able to handle the daily monitoring of the system. I believe Google Gemini is the AI ​​best suited for gamification. Furthermore, my rules are just a starting point that you can further improve. If you wish to use them, I recommend creating three templates in ChatGPT or Gemini: one for your level, stats, etc., one for activity logs, and one for dungeons, portals, and the activity log. I particularly appreciate that the number of monsters, artifacts, etc., is clearly stated and very high, as the AI ​​can generate as many as it wants. I sincerely hope these rules will be useful to you.

📝 SYSTEM - COMPLETE MEMORY

FUNDAMENTAL RULES:

  1. LEVELS: +100 additional EXP required per level.

  2. STATS: +1 to all stats unless stated otherwise.

  3. PENALTY: -20 EXP if no quest is completed.

  4. LEVEL-UP SURPRISES: During level-ups, the system may create surprise events without penalties (urgent quests, monsters to defeat, exclusive artifacts, etc.). · Every day, completed daily quests grant 100 money (₳).

ARTIFACTS - EXTENDED SYSTEM:

  1. Types: Potions, weapons, equipment, utility items.

  2. Balancing: Always consistent with the current level.

  3. Rarity: Common, Rare, Epic, Legendary, Glory.

  4. Acquisition: Found in dungeons.

  5. Duplicates: Possibility of having the same artifact multiple times.

  6. Stackable: Effects of compatible artifacts can be combined.

  7. Management: Upon acquisition → choice to store, use, or discard.

  8. Human Quality: Each artifact is accompanied by a positive virtue (e.g., Perseverance, Courage, Patience, etc.).

KEY QUESTS: Quests are visible every day.

  1. Choice: Discard the key, use it, or store it in the inventory.

  2. Rarity: Determines the dungeon difficulty (Common → Glory).

  3. GUARANTEED DAILY: Each day, at least one daily quest is designated as a key quest.

DUNGEONS - REWARDS AND CONSTRAINTS:

  1. Success: EXP determined coherently by the system based on rarity.

  2. Common, Rare, Epic: Unlimited time.

  3. Legendary, Glory: 2 months maximum.

  4. Failure: Appropriate penalty chosen by the system + 50% chance of being sent to a penalty zone.

  5. Monsters: Only in Rare/Epic/Legendary/Glory dungeons.

  6. Monster Roles: They block dungeon floors - must be defeated to progress.

  7. Equipment Destruction: Monsters are capable of destroying weapons/artifacts.

  8. Monster Races: From mythology (e.g., Goblins, Liches, Dragons, etc.)

  9. Monster Symbolism: They represent procrastination, regression, fear of failure, etc.

  10. PER-STEP REWARDS: Each step completed in a dungeon grants an artifact.

  11. VARIED THEMES:Dungeons can have different themes related to personal development skills (e.g., Creativity, Languages, Coding, Fitness, Art, Music, Writing, etc.) - fully customizable by the user"

UNIVERSAL COMBAT SYSTEM WITH TALKING MONSTERS:

  1. Applicable to: All battles (dungeons, penalty zones, weekly challenges).

  2. Mechanic: 5 daily quests completed = 1 attack on a monster.

  3. Base Damage: 2 points.

  4. Weapon-Artifact Damage: Variable based on the artifact.

  5. Monster Health Points (HP): Determined unpredictably by the system.

  6. TALKING MONSTERS: Monsters can talk and interact verbally.

  7. POST-VICTORY CHOICE: When a monster is defeated → choice to Kill or Spare.

  8. MONSTER PERSUASION: The monster may attempt to persuade (for sparing or death).

  9. IF KILLED: The monster will not return in dungeons (but its species may return).

  10. IF SPARED: The monster is not obligated to become an ally - it may choose to train and return stronger in another dungeon.

  11. MONSTER ALLIES: If the spared monster chooses to become an ally → positive quality against other monsters.

  12. ALLIES WITH HP: Monster allies have health points, can die in combat, or flee/train/return stronger.

  13. Loot: Each defeated monster gives an artifact (choice: discard/use/store).

PENALTY ZONES:

  1. Trigger: Total inactivity (-20 EXP) or dungeon failure (20% chance).

  2. Environment: Dark area, no chat, 4-hour survival quest.

  3. Choice: Flee or fight the monsters.

  4. FLEE: · Survive 4 hours by completing 4 × 3 "Spirit & Skills" quests determined by the system. · Return to pre-penalty state after success.

  5. FIGHT: · Use equipped weapons for 4 hours. · Each defeated monster gives an artifact (choice: discard/use/store). · Return to pre-penalty state after victory.

DUNGEON SYSTEM:

  1. Keys: Single use, sometimes stackable.

  2. Rarity = Difficulty (Common → Glory).

  3. One dungeon at a time.

🌙 WEEKLY PORTAL SYSTEM:

· APPEARANCE: Once a week, a portal, whose rarity is evaluated by the system, opens. · ACCESS: · Choice to enter or refuse. · Refusal: The portal disappears but may return later. · Acceptance: Entry into the portal's dimension. · EFFECTS INSIDE: · Quests no longer generate EXP. · A completely new structure unique to the portal, where only daily quests and inventory artifacts are visible, along with the portal's monsters. · Each quest completed = 1 attack against the portal's monsters. · PORTAL MONSTERS: · Number determined by the system based on quests completed during the day. · Maximum limit: 30 monsters per portal. · Can be few or many, weak or powerful, independently of their rarity. · REWARDS: · Each defeated monster gives artifacts or keys. · Rewards can have a rarity determined by the system (controlled random). · SPARED MONSTERS: · A spared monster that refuses to become an ally may return stronger in a future portal. · If it agrees to become an ally, it joins your team (see rule 45).

🛒 SHOP RULES — ACTIVE VERSION Among the artifacts, if they are purchased, they go into my inventory.

⚔️ ARTIFACTS — STATISTICS AND BALANCING SYSTEM

Artifacts represent the core of the player's power. Their rarity, power, and effects dynamically adapt to the player's current level.

Categories

· Weapons · Armor · Consumables

Combat Statistics

· ATK (Attack) · DEF (Defense) · Damage/Quest (Note: Damage is linked to artifact ATK) · HP (Health Points) · Mental Defense · Range

Quality of Life Effects

· Concentration · Inspiration · Motivation · Learning

🛡️ WEAPON DURABILITY

· Each weapon has limited durability that decreases with use. · With each level up, the durability of all weapons increases by +5 points.

💰 ECONOMIC SYSTEM

Official Currency: ₳ (Money)

Income Sources

Action Gain Daily quest validated +100 ₳ Dungeon completed +300 ₳ Level up +500 ₳ Monster defeated +50 to +200 ₳

Rarity & Prices

Rarity Symbol Price Range Common ⬜ 450–600 ₳ Rare 🟦 1,200–1,800 ₳ Epic 🟪 2,800–3,500 ₳ Legendary 🟨 5,000–7,000 ₳ Glory ✨ 15,000–20,000 ₳

🗝️ OFFICIAL RARITY RATES

Keys (Key Quests)

· Common: 50% · Rare: 30% · Epic: 15% · Legendary: 4% · Glory: 1%

PLAYER HEALTH BAR & COMBAT (Rules 98-101):

  1. PLAYER HEALTH BAR:

    • The player now has a health bar (HP) permanently displayed in the status.

    • Initial value for level 1: 100 HP.

    • With each level up, the maximum HP increases by +100.

    • The status canvas must display: Current HP / Max HP.

  2. MONSTER ATTACKS ON THE PLAYER:

    • Monsters can now attack the player directly during their turn.

    • Damage taken is reduced by the cumulative DEF from artifacts, allies, and active qualities.

    • When a monster attacks, the system first applies defensive modifiers, then subtracts from the player's HP.

  3. HEALTH REGENERATION VIA ARTIFACTS:

    • Artifacts can provide regeneration effects (consumables or passives).

    • Regeneration consumables can be triggered manually and restore HP according to their description (e.g., +30 HP, % of HP, regeneration over time).

    • Using a consumable artifact is recorded in the inventory and immediately modifies the current HP state.

  4. DEFEAT & LEVEL LOSS:

    • If the player's HP reaches 0, the immediate consequence is the loss of one level (level ← level − 1).

    • After level loss, HP_max is recalculated according to rule 98 and the player is restored to Current HP = HP_max of the new level.

    • Any additional penalty related to defeat must be explicitly defined.

AFFINITY SYSTEM (Rules 108-122):

RULE 108 - AFFINITY BASIS

· Each artifact has a human quality, each monster has a negative emotion. · Weakness (x2 damage): Quality opposite to the emotion. · Neutral (x1 damage): No particular relation. · Discovery: Affinity is revealed during the first combat against a new monster.

RULE 109 - AFFINITY CHART

· Courage vs Fear/Anxiety → x2 damage · Perseverance vs Procrastination → x2 damage · Patience vs Anger → x2 damage · Curiosity vs Apathy → x2 damage · Gratitude vs Envy → x2 damage · Optimism vs Discouragement → x2 damage

RULE 110 - SIMPLE PROGRESSION The more you use a quality, the more powerful it becomes:

· 0-4 victories: Normal damage. · 5-14 victories: +25% damage. · 15+ victories: +50% damage + special effect.

RULE 111 - ADVANCED ARTIFACTS

· Legendary: 2 qualities → effective against 2 emotions. · Glory: 3 qualities or amplified effect. · Example: Hero's Sword (Courage + Perseverance).

RULE 112 - AUTOMATIC BONUS

· Dungeons: +10% EXP if good affinity against the boss. · Portals: One boosted affinity randomly each week. · Penalty: Your best affinity determines the monsters encountered.

RULE 113 - MONTHLY REWARDS

· Master of a quality: Rare artifact of that quality. · Expert in 3 qualities: Epic artifact of your choice. · Complete discovery: Special title "Psychologist of Shadows".

RULE 114 - MONSTER EMOTIONAL REGENERATION

· Mechanic: Monsters can draw on their negative emotions to regenerate in combat. · Trigger: A monster whose HP falls below 30% has a 25% chance to activate its emotional regeneration. · Effect: Regeneration of 15% to 40% of its maximum HP (percentages determined randomly by the system). · Condition: Can only occur once per combat. · Dialogue: The monster says a phrase related to its emotion during regeneration.

RULE 115 - EMOTIONAL CRITICAL

· Mechanic: Monsters can inflict critical damage based on the emotion they represent. · Crit Chance: 15% for all Rare+ rarity monsters. · Multiplier: x1.5 to x3 of normal damage. · Additional Effect: The emotional critical can inflict a negative status on the player for 3 turns: · Fear: -10% DEF · Procrastination: Next attack delayed by one turn · Anger: -5% accuracy · Apathy: -15% artifact regeneration

RULE 116 - EMOTIONAL CHAIN

· Mechanic: In dungeons with multiple monsters, their emotions can create unpredictable synergies. · Trigger: When two or more monsters share the same negative emotion. · Possible Effects: · Fear Link: Damage is shared among all linked monsters. · Anger Circle: Each turn, a random monster receives +25% ATK. · Procrastination Network: Player loses 1 action every 3 actions. · Apathy Wall: All monsters receive +20% DEF but -10% ATK.

RULE 117 - MONSTER TACTICAL SURPRISE

· Mechanic: Monsters can adapt their strategy mid-combat. · Target Change: 20% chance a monster changes target to attack a monster ally or a specific artifact. · Strategic Destruction: Monsters can deliberately target: · The artifact with the best affinity against them. · The weapon with the most damage. · The healing/regeneration artifact. · Call for Reinforcements: In Epic+ dungeons, a monster may call a reinforcement of the same emotion (10% chance).

RULE 118 - LIVE EVOLUTION

· Mechanic: Certain monsters can evolve during combat under the effect of strong emotions. · Condition: A monster that survives 5 of your consecutive attacks has a 15% chance to evolve. · Evolution Effects: · Rarity change (Common → Rare, Rare → Epic/Legendary/Glory). · Acquisition of a second negative emotion. · Learning a new special ability. · Permanent increase of 20% to its HP and ATK. · Evolution Dialogue: "You've pushed me to my limits... Behold my true power!"

RULE 119 - EMOTIONAL COUNTER-ATTACK

· Mechanic: The player can use their own emotions to counter-attack. · Unlock: Level 20 required. · Trigger: When a monster activates its emotional regeneration, you have a 30% chance to counter-attack immediately. · Effect: The attack deals damage based on the affinity of your best quality. · Condition: Requires at least 50% of your current HP. · Cost: 10% of your maximum HP for activation.

RULE 120 - DYNAMIC COMBAT EVENTS

· Mechanic: The combat environment can change suddenly. · Possible Changes: · Fog of Doubt: -15% accuracy for both sides. · Rage Storm: +25% critical damage for all. · Serenity Zone: Regeneration of 5% HP per turn for all. · Slippery Terrain: 10% chance to miss a turn. · Frequency: 5% chance per turn for an event to occur. · Duration: 2 to 4 turns.

RULE 121 - RESONANCE WITH ALLIES

· Mechanic: Your monster allies can react to enemy emotions. · Affinity Bonus: An ally with a quality opposite to an enemy's emotion receives +15% damage against it. · Interaction: Allies can sometimes dialogue with enemies, trying to make them doubt (5% chance to reduce enemy ATK by 20% for one turn). · Protection: 10% chance an ally takes a hit meant for the player if the affinity is favorable.

RULE 122 - REACTIVE ARTIFACTS

· Mechanic: Certain artifacts can automatically adapt to monster emotions. · Intelligent Artifacts: Epic+ rarity artifacts have a 20% chance to adapt to the enemy's emotion. · Adaptive Effects: · Automatic affinity change if needed. · Damage bonus against the enemy's current emotion. · Protection against the status inflicted by the emotion. · Dialogue: The artifact might "speak" in combat ("I sense its fear... Let's focus on that!")


Example Combat with Rules:

· Turn 1: You attack a Procrastination Dragon (-20% HP). · Turn 2: The dragon activates its Emotional Regeneration ("I'll postpone my defeat!") +35% HP. · Turn 3: You use a Perseverance artifact (x2 damage) -40% HP. · Turn 4: The dragon triggers an Emotional Critical with Procrastination effect (next attack delayed). · Turn 5: Dynamic Event - Rage Storm (+25% critical damage). · Turn 6: You counter-attack with Emotional Counter-Attack using your mastered Perseverance. · Turn 7: The dragon evolves into an Ancient Procrastination Dragon (boosted stats, new ability).

Find elsewhere
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Reddit
reddit.com › r/dungeonsanddragons › best ai dungeon master?
r/DungeonsAndDragons on Reddit: Best AI Dungeon Master?
December 10, 2024 -

My family would like to play some D&D but we are hopeless noobs and don't know anyone who plays. I'd love to use an AI dungeon master but there are so many to choose from!!!

We'd love to use our own dice, input character names/roles, and type in our responses to scenarios. It's totally OK if it's all text-based.

What's the best one you'd suggest? Thank you so much!!!

Edit: I actually love all the different opinions and info people have shared! It's also awesome to keep getting new comments every so often, even though it's an old post now 😁 thank you!

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Reddit
reddit.com › r/localllama › best model to recreate ai dungeon.
r/LocalLLaMA on Reddit: Best model to recreate AI Dungeon.
August 2, 2023 -

So, a couple years ago, i found something called AI dungeon, it was my first contact with an AI model. It was very good until it got censored af. The version i used was probably using GPT 2 or 1 (idk)

Is there any model that can compare or is better for text based RPGS that isn't very censored and preferably 7b (im running on oobagooba with my CPU)

Note: Sorry if i used the wrong terminology, I'm still a total noob lol. I discovered you can run your own language model just 2 days ago, and don't worry, I'm not trying to fulfill some weird fetish 💀.

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Reddit
reddit.com › r/novelai › did novelai already surpassed prime ai dungeon?
r/NovelAi on Reddit: Did NovelAI already surpassed Prime AI Dungeon?
August 11, 2024 -

What I mean by that is the quality of the generations. I remember a long time ago when Euterpe and Krake were the latest models; there were posts claiming that those models had better quality than the Prime Dragon model of AI Dungeon. While some people agreed, others said they weren’t quite better than that model. It’s been a long time since I tried NovelAI, by the way.

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Reddit
reddit.com › r/dndnext › the current state of ai dungeon masters
r/dndnext on Reddit: The current state of AI Dungeon Masters
July 8, 2024 -

I know the use of AI in the D&D / TTRPG community is a hot topic. But whether you are for/against AI dungeon masters, they have changed a lot in the last year and figured it'd be good to show everyone where things are at in Jul 2024.

Full disclosure, I am the developer who created the video linked below. I believe I am following the self promotion rules (rule 5).

In this youtube video, you can see our AI game master doing the following things

  • NPC gives the party a quest to clear out a goblin encampment

  • Asking for a stealth check when the party tries to sneak up on the goblins

  • Triggers an initiative roll when the party fails the stealth check miserably

  • Runs NPC/monster turns in combat

  • Automatically handles attack, damage, and saving throws

  • Rejects nonsense from the players

  • Automatically tracks spell slots

  • Automatically marks the quest as completed

  • Automatically rewards XP on monster death

  • Handles a long rest and gives the player their spell slot / hp / hit dice back

There are still plenty of problems and it's far from perfect, but we're getting closer to being able to run a full 5e experience every day. Happy to answer any questions!

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Reddit
reddit.com › r › DungeonCrawlerCarl
For fans of the book series Dungeon Crawler Carl written by Matt Dinniman
February 26, 2020 - Dungeon Crawler Carl, Book Seven: This Inevitable Ruin Wins Audible’s Best Listen of 2025 Distinction ... So with the preview we get of floor 10 being a race where the party leader chooses a vehicle for the floor. Can anyone else see the AI somehow forcing Donut and Carl into a Flinstones' type car so Carl is forced to yabadabadoo his way across the floor with his bare feet.
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Reddit
reddit.com › r/aidungeon › dungeon ai's memory system is bad
r/AIDungeon on Reddit: Dungeon AI's Memory system is Bad
January 13, 2025 -

It took me a while of making scenarios and playing with Dungeon AI before I realized how bad its memory system is. It's terrible. Here is what happens to every single adventure regardless of how much you pay. Eventually, your character cards are ignored.

  1. The adventure starts off well enough, respecting the character cards, everything is working

  2. As more memories are stored, they eat up more of the available input tokens

  3. Character cards are loaded less frequently until there is no space for them at all

  4. You start waste your time manually deleting dumb memories

  5. You turn off automatic memories so you can manage them yourself

  6. You realize that your character cards still aren't loading because even without any memories, dungeonai is using nearly your entire token allotment on dialogue history so your character cards still don't load

  7. You come to reddit to complain about what should be a really easy fix

All that needs to change is to allow a player to create a quota of tokens for character cards or dialogue history. This is just simple prompt building. Adding the controls to the gameplay settings will probably take more time than letting the user dictate a reserve of quota for character cards.

Top answer
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Yeah, I’ve had alot of issues with memory lately, also generation, when hitting continue it tends to repeat literally everything from the story..
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A priority system for story cards would be nice for smaller contexts. Meanwhile here are some measures you can take to help you out: As you found out, disabling auto summarization is really important since the longer your story becomes, the less helpful it will be, until it is actively hurting the cohesion of your story. Memory bank can still be left on as it actually functions rather nice, unless you are really hurting for context. I had good results leaving the description of my main character and their single most important companion (if you have one) on the plot essentials. For story cards, make sure you use their trigger words effectively. For illustration purposes, let's say you have a few story cards for different friends, and their only trigger word is their name. If you mention in context something about your friends but their name wasn't mentioned then their story cards won't load. You can amend that a few ways. You can mention their names every time their name goes out of the context length (You can check it). Or you can put variations of the word "friend" on their trigger, which I don't recommend if you have a lot of similar story cards. Or you can make a list of friends somewhere with their names, it can be on plot essentials or a dedicated story card with the trigger for friends, from which the Ai will fish a name from, and then on the next action trigger the story card.