Text Adventure Mode
The concept of Text Adventure mode is straightforward. It involves using a
> (caret) symbol to indicate an action that you want your character to perform. The AI then interprets this action and shapes the narrative response accordingly. These
> actions do not form part of the story itself but rather serve as cues for the AI, guiding the direction of the narrative.
To start off, make sure you have a second person prompt ready. You can either pick a pre-made one when you go to create a new story or create one yourself. It is not recommended that you start with an empty prompt, as the AI will write far more coherently when given some material to work with.
To select a premade second person prompt or start with a blank prompt, first click on the New Story button found in the bottom left corner of the screen.
Starting With a Blank Prompt
Click on the Storyteller button. It’s that simple! Again, it is not recommended you start generating with a blank prompt from the get-go, even if you have no idea what story you want. Once you have your prompt ready, go to the Text Adventure Module section.
Selecting A Pre-made Prompt
On the bottom right of the screen, click on View All Scenarios to expand the scenario viewer. Then Find a prompt with the
2nd tag or
Text Adventure tag and click on it. You can easily do this by typing in
Text Adventure in the search bar.
For Second Person: If you’re selecting a prompt with the second person tag, click on
2nd again to switch the prompts perspective to second person. Click on either Start or fill the required place holders.
For Text Adventure: Simply click Start or fill all the required placeholders.
Goose Tip: Some pre-made prompts come supplied with placeholders already filled in.
The Text Adventure Module
The current AI models will not understand the Text Adventure format without the Text Adventure module selected.
If you do not have the text adventure module selected already from starting with a text adventure prompt, all you have to do is click on the module selection dropdown on the right hand side of the screen (the options sidebar) and select Text Adventure. You should see an input text field with three buttons below it.
The Three Input Modes
Do: This input method modifies your input by adding
> You to the front of it. This is the bread and butter of your text adventures, as it lets you state what you intend for your character to do.
Example: charge the dragon.
Goose Tip: You can also write dialogue while in the do mode. Just type
say, [Insert dialogue] as your action or something similar and put the spoken dialogue in between quotes manually.
Say: This input method modifies your input depending on the punctuation mark.
For a full stop, it modifies it to
> You say [Input]
Example: I’m on it.
If you end your input with a question mark, it modifies your input to
> You ask [Input].
Example: No, what am I supposed to do?
And if you end your input with an exclamation mark, it prepends
> You yell [input] to your input.
Example: I’m on it!
Story: This input method doesn’t alter your input in any form. It pastes the text into the editor directly as is. Unlike do and say, it allows you to directly state what happens in the story, rather than leaving it up to the AI’s interpretation.
Example: The dragon looks over at you and
What does > do?
Essentially, the AI perceives a > action as a player action, not an in-character action.You’re only stating what your character intends to do in the story, not what’s actually happening in the narrative. This is why the AI has to interpret the action in some way, and why it sometimes won’t state the action word for word.
Goose Tip: If you want the AI to follow your > action more to the letter, make it more detailed. If you want the AI to have more free reign of how it interprets it, leave out details.