Story Overview

storySettings

storySettings carries the scenario's canonical world description and the brief for dynamically-generated quests.

In the editor

"A high-level overview of your setting for the AI"

Editor location
Files → World → Story Overview
Editor type
Edit in Studio + View JSON
Size limits
  • storySettings.worldBackground — 5,000
  • storySettings.questGenerationGuidance — 5,000

Schema

json
{
  "storySettings": {
    "worldBackground": "string",
    "questGenerationGuidance": "string"
  }
}

Example

json
{
  "storySettings": {
    "worldBackground": "GENRE: Low-magic medieval fantasy with political intrigue and survival pressure. The supernatural exists but is uncommon, costly to use, and feared by most ordinary people.\n\nThe Compact is the largest of several successor realms that emerged after the Old War ended sixty years ago without a clear victor. Its seat of power is the Capital, a working trade city of about 90,000 governed by the Merchant Council — a body of hereditary merchant houses that has held the city through the post-war decades by managing rather than ruling. The Heartland around the Capital is rich farmland and reliable trade roads; the Frontier to the north is contested woodland still mapped from before the war; the Coast trades quietly with foreign powers everyone pretends not to notice.\n\nThe player enters this world as a newcomer to the Capital — a traveller, retainer, refugee, or someone arriving on the morning coach with reputation and not much else. They have no inherited seat, no patron yet, and the political situation is not their problem until it becomes their problem. The world rewards players who pick a side, pay attention to who owes whom what, and learn to read the gap between what the Council says in session and what gets done after the session ends.\n\nMost of the realm's people are human; elder races — elves, dwarves, halflings — maintain their own communities at the edges of human settlement and through long-standing pacts with the Compact, but ordinary travellers go weeks at a time without meeting one. None of the elder races are themselves mages by default; their reputation rests on craft, longevity, and memory of the time before the Old War.\n\nMagic is real but rare. Practitioners are licensed by the Council and most settlements have at most one. Untrained or unlicensed use carries criminal penalties. Combat is grounded — armour, training, and numbers matter more than tactical brilliance, and a serious wound takes weeks to heal even with the best care available.",
    "questGenerationGuidance": "## Quest Situations\nGround quests in concrete physical situations: specific people who need things done, named creatures or persons causing documented problems, objects that need to be found or delivered, locations that need to be cleared, escorted, or defended. Avoid abstract research tasks, philosophical objectives, and scholarly fetch-quests unless the player has explicitly signalled academic interests.\n\n## Quest Source Distribution\nMost quests should come from named NPCs the player can meet, talk to, and form opinions about. A minority can come from posted bills, faction quartermasters, or rumour at the inn. Avoid framing where 'the village' or 'the people' collectively give a quest — there is always one specific person who needs the work done and one specific person who pays.\n\n## Language and Register\nUse the register of the world throughout — period-appropriate vocabulary, no modern professional jargon, no game-mechanic language in NPC dialogue. NPCs say 'I need a strong arm and a quiet mouth', not 'I require an applicant with combat and stealth experience'.\n\n## Arc Structure\nMost multi-step arcs should have an opposing group with a base of operations the player can reach. Early arc beats describe visible consequences (a missing person, a burned farm, a strange disappearance from the market). Middle beats reveal the responsible party. Late beats converge on the confrontation point. Standalone single-quest jobs are fine and should not all chain into arcs.\n\n## Tone and Stakes\nScale quest weight to player experience, faction standing, and current world state. A new player should not be handed kingdom-threatening conspiracies in turn one. A player who has demonstrated they can handle hard work should not be sent to find lost cats. Match the offer to what the giver can plausibly know about the player's capabilities.\n\n## Quest Length and Pacing\nMost quests resolve in 3-10 player turns. Multi-quest arcs typically run 3-5 individual quests linked by shared stakes. Avoid generating extremely long arcs — players lose track and the AI loses the thread."
  }
}

A working practical example you can adapt — replace the world-specific details with your own:

Fields

worldBackground

worldBackground is the world's core premise, included in the AI's prompts for most generation tasks, story turns, NPC details and quest details among them. Unlike worldLore (retrieved by semantic search only when relevant), it is always included, so every word competes for attention with the live scene.

What to cover: scale it to the world's complexity; a world with one central conflict needs less than one with many factions, regions, and power structures. The core areas:

  1. Core premise -- kind of world, genre, fundamental hook
  2. Current state -- what is happening now (politics, recent events, tensions)
  3. Power structures and geography (for complex worlds) -- who controls what, where the meaningful conflict zones are
  4. Tone and atmosphere (optional) -- how the world should feel
  5. The player's entry point (optional) -- what role the player occupies and what they have access to at the start

questGenerationGuidance

questGenerationGuidance is free-form guidance given to the AI when it generates quests and quest arcs. worldBackground describes what the world is; questGenerationGuidance describes what the world wants the player to do. A directive like "emphasize political intrigue over monster hunting" steers the themes, tone, and constraints of new quests.

A useful rule to include is when a situation warrants a multi-quest arc and when a quest should stay standalone.

A story start can carry its own questGenerationGuidance. When both are set, this world-level guidance is included as compatible context and the story start's guidance steers that campaign; when only one is set, that one is used.

How the fields fit together

Field comparison

SettingPurposeWhen Used
worldBackgroundCore premise, always in contextEvery generation task
narratorStyleVoice/tone overrideAll narrative output
worldLoreDetailed background infoRetrieved by semantic search when relevant
aiInstructionsPer-task behaviorFine-tuning specific AI tasks