AI
Encounters
Fires when framing an encounter. Low priority: `encounterElements` in Other provides the source palette. Use custom to set difficulty mix, creature behavior rules, and non-combat resolution conditions.
- Editor
- AI Tasks → Encounters
- Edit via
- Graphical form (labeled textareas)
{
"aiInstructions": {
"generateEncounters": {
"custom": "## Structure\nFrame encounters as situations, not ambushes. Give the player a moment to observe before committing. Every encounter has a non-combat resolution path.\n\n## Mix\nTwo of five options should involve conflict or danger. Three should offer interaction, exploration, or opportunity."
}
}
}Fields
custom
The only key — free-form encounter-framing rules. The encounterElements section supplies the raw palette this task draws from.
Authoring pattern
Cover in custom:
- Difficulty tiers and how they map to enemy strength or environmental danger in your setting.
- Creature type behavior rules for the monster categories in your world.
- Non-combat resolution conditions that are specific to your world's tone and genre.
- Encounter mix guidance — the ratio of dangerous to non-dangerous options appropriate for your world.
Size limits
| Limit | Value |
|---|---|
| Each string leaf under a task (`aiInstructions.<task>.<key>`) | 5000 |
| Per task (`aiInstructions.<task>` total, sum of instruction chars) | 20000 |
Related
- Encounter Elements (Advanced) — the palette of encounter components this task draws from