AI
AI Instructions
aiInstructions holds per-task guidance for the AI steps Voyage runs in a world, keyed by task. This page covers what applies to every task: how your keys combine with the built-in sections. Each task has its own page in the sidebar.Image PromptsWorld-wide art direction added to Voyage's image prompts, set per content type: NPCs, locations, areas, regions and items. Leave a type unset to use the defaults.Character BackgroundThe aiInstructions task that generates the player character's backstory and appearance during character creation.Conversation StartersShapes the two short suggested openers shown when a chat with an NPC begins. Override the default guidance or add your own in custom.NPC Chat RepliesGoverns how an NPC replies in a direct chat with a player: voice, tone and reply length. Override the default guidance or add your own in custom.EncountersGenerates encounter options for travel through the wilderness. Use custom to shape what those encounters look like in your world; encounterElements supplies reusable ingredients.Initial StartRuns once, when a new game begins, to write its first playable scene. Controls the opening's structure, pacing and prose style, and how quickly the player gets something to act on.Location DetailsGenerates location descriptions, areas and paths. Use custom to set how your world's places should read; locationArchetypes supplies reusable place concepts.NPC Chat SummaryControls the short summary spliced into the story when an NPC chat ends. Override the default guidance or add your own in custom.NPC DetailsFills in details for generated NPCs: basic info, hidden info, personality, abilities and faction ties, each governed by its own editable section. Distinct from generateCharacterBackground, which writes the player character's backstory and appearance during character creation.NPC UpdatesRuns after each turn and applies NPC state changes: relationship shifts, party joins and departures, and status changes. Its editable sections set how a starting relationship is picked, how far relationships move, and when NPCs join or leave the party.Region DetailsGenerates region descriptions and locations. Use custom to set how your world's regions should read; regionArchetypes supplies reusable large-scale setting concepts.StoryThe main narration task: it writes the story for each game turn. Its sections cover the narrator's role, turn structure and endings, player agency, combat, pacing after victories, character behavior and style.Item Generation/UsageWorld-specific guidance on how items are discovered, obtained, used, consumed, equipped, transformed and removed, appended to Voyage's item-update and item-definition prompts. The JSON key is ItemGenerationAndUsage, not generateItemGenerationAndUsage.Action InfoRuns when the game resolves a player action, before narration: it judges whether the action is possible, how difficult it is and which skills apply. Its impact section guides how hard an attack lands, as a percentage of a normal hit.Learned AbilitiesCreates the new abilities characters learn during play. Use custom for your world's rules on what can be learned and how learned abilities should be named and scoped.New NPCGenerates new NPCs during play. Use custom for what kinds of NPCs your world should produce and how they are named; fuller details come from generateNPCDetails.NPC IntentsRuns during turns to choose what the NPCs present try to do, before their actions are resolved and narrated. Its sections control which NPCs act, how often and how boldly, and how their goals respond to the player and the scene.Story MemoryCondenses past story into the running summary the narrator reads. Use custom to name what must never be dropped, such as standing oaths, faction standing or unresolved debts.