The Tavern That Became a Warehouse
A location invented during play was overwritten one turn after the player walked into it
Building an AI-driven D&D RPG, one system at a time.
A location invented during play was overwritten one turn after the player walked into it
The first-action prompt highlighted the input while its own backdrop swallowed every click
A character class was fully built, fully tested, and never connected to the game
A constructed language for the Aethari peoples, built from scratch and wired into the narrative engine
The episode end guard was computing the right answer and throwing it away
Companions carried the same weapon forever, and everything the party earned went to the player
Every unresolved promise felt the same to the narrator
A story branch pointed at an entity that had never been authored
Rebuilding Time-of-Day From a Fourteen-Turn Voyage
What Three Hours of Chaos Taught Me About My Own Game
How the episode system got built three times before it worked