Other
Narrator Style
A dedicated prose style field separate from `aiInstructions`. It shapes sentence rhythm, tense, person, vocabulary register, and sensory detail level. Leave the value as `""` to use default narration.
Name Filter Settings
Keyed map of name replacement rules. Each key is a name (or name fragment); its value provides a list of allowed replacements. When a generated name matches a key, the AI substitutes one from the replacements array.
Character Creation Music
Selects which background music track Voyage plays during the character creation flow. Top-level enum field accepting `fantasy` or `nonfantasy`. Omit the field to play no music during character creation.
Game Modes
Player-selectable modes chosen during character creation. Each mode is a named bundle of story instructions, with an optional difficulty setting and an optional narrator-chat greeting.
Location Settings (Advanced)
Controls the map and travel system parameters: region size, location radii, travel distances, how many `factions` the engine places in AI-generated `regions`, and whether new `regions` and encounters can be created during play.
Tip Settings (Advanced)
Tips are player-facing messages shown periodically during play - the only section of the scenario that speaks directly to a human player rather than to the AI. Use them to surface mechanical rules the player might forget or set tonal expectations.
Other Settings (Advanced)
XP thresholds, level cap, and NPC health scaling for your scenario.
NPC Author Seeds
Named NPC-writing-tone presets. Each key is a display label; the value is a multi-line directive injected into `generateNPCDetails` when that seed is selected.
NPC Archetypes (Advanced)
Keyed personality scaffolds for character background generation. Each archetype is a structured prompt block with **Drives, Traits, Morality, and Relationships** sections.
Location Archetypes (Advanced)
These strings go to the AI when it needs to describe or expand a location. Write them as tone directions, not encyclopedia entries - the AI doesn't need a lore summary, it needs to know what makes this type of place feel distinct.
Region Archetypes (Advanced)
These strings go to the AI when it needs to describe or expand a region. Write them as tone directions - what makes this type of terrain or territory feel distinct politically, physically, and atmospherically.
Encounter Elements (Advanced)
These define the encounter palette - a curated menu of possible scenarios the AI draws from when generating random encounters. Short entries work; longer entries are more specific.
Random Character Names (Advanced)
Name pools the engine draws from when generating character names. Used by the randomize button in character creation and by AI-generated NPC names.