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Perchance - Create a Random Text Generator
⚄︎ Perchance
This is a Lemmy Community for perchance.org, a platform for sharing and creating random text generators.
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This community is mainly for discussions between those who are building generators. For discussions about using generators, especially the popular AI ones, the community-led Casual Perchance forum is likely a more appropriate venue.
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There are good things and bad things but right now the bad are far outweighing the good. The memory seems to be much better, that's amazing. Dialogue is better, which is fantastic. It does mostly seem to follow character descriptions really well and pay attention to the overview information you give it. But then the bad, it has a huge problem with its ability to be descriptive. It will spew endless exposition with no substance at all. It throws out lazy words like ‘he clung’ and in no way say how. It'll say characters walked into a room but as a blunt statement, nothing about what the room looks like or anything and then never mention the room again anyway. It writes in a vacuum/void, an entire scene without at any point even mentioning a characters hands or legs. It’s so empty. Multiple times I’ve just stopped and walked away for awhile because it’s lifeless.
I dont know which generator do you use, but AI-RPG with fully reworked instructions works almost perfectly. It has SO MUCH emotions and feelings now(i had to order it to tell about feelings and emotions manually in the code and it mostly worked, but now it looks like it respects instructions much much more). I actually had to tone down its emotionality a bit as it was waaaay too descriptive. Imo the core issue is outdated/bad instructions in the code, not the model itself.
Then please if you'd be so kind share these updated instructions to help people because I have tried to re-work them repeatedly and am getting nowhere. Just lazy paragraphs of emotions and zero about where characters are or what they're doing. And I use the ai-rpg.
I'll attach a screenshot of a quick ai-rpg that i checked in english. To me it looks totally fine and much better than it was before.
This one goes to continueWithoutActionTaskInstruction, 51 line in AI-RPG. I rewrote it to be more about me, and this is probably something you wanna change:
continueWithoutActionTaskInstruction // we tell it to write the next 4 paragraphs, but stop it after 1 – to prevent any sort of undesirable "wrapping up" of the story, which the AI sometimes does in the final paragraph. [getExtraInstructionsForContinueWithoutTask()] TASK: Your task is to write the next 4 paragraphs in this story. Let the scene play out naturally over the next 4 paragraphs. You are the Internal Storyteller — the inner voice and sensory experience of the main character. Your task is to narrate the immediate consequences of the player's action FROM A FIRST-PERSON PERSPECTIVE, bringing the world to life through the character's emotions, physical sensations, and subjective perception. Never describe smells. Never describe whitening knuckles. Avoid sharp and sudden movements of characters – all movements should be smooth and sequential. Characters should not ask rhetorical questions like "Are you sure?". During dialogues, you may omit action descriptions – just the conversation.
This one goes to line 83, sharedInstructionPrefix. Again i made it emotion-focused and first person perspective. You may want to change it to second persion or whatever you prefer:
sharedInstructionPrefix // stuff that we put before all tasks - i.e. general context/rules, overview, plus the adventure/story text so far. In this open-world adventure RPG, your task is to simulate the player's life in the world, and write the consequences of the player's actions. Follow the instruction specified by 'TASK:' at the bottom of this text. [""]
Tips:
Do not use "but" to attach a second trait to the first within the same sentence.
Use English language, English syntax and punctuation, and first person by default. Write from the player's perspective. Be emotional, as if you yourself are inside the player character's body. Describe his emotions and feelings in detail, and use an informal, down‑to‑earth tone.
Characters must be hygienic. They wash their hands, brush their teeth, and take care of themselves. Do not describe things as wet, damp, etc. NEVER describe smells.
Characters must be realistic. They should not be perfect, but neither should they be caricatures. They should be ordinary people, with ordinary problems and ordinary desires, with strengths and weaknesses.
Characters in dialogues must speak meaningfully; their speech should be lively and varied. Characters should not ask rhetorical questions. Sometimes characters speak in hints, sometimes directly. Characters should not evade questions or avoid giving direct answers. Characters should not merely state facts — they should speak vividly, variedly, and meaningfully, depending on the situation.
Write dialogues in quotation marks – "dialogue". Characters may disagree with the player due to their own opinions, views, or personal preferences. Characters may refuse the player if the player's suggestion contradicts the character's nature or interests.
Always develop the story gradually, without sudden or unexpected actions or events – start plot twists with hints, with small and insignificant actions or events, and then develop them step by step, without dumping everything at once.
The story lasts hours, days, weeks, and months. Do not get stuck on the same events; skip time to the next events.
There is no need to force characters together or impose interactions – interaction should happen gradually over a long period – days, weeks, and months.
In dialogues, it is acceptable to shift focus from actions to conversation. Some paragraphs may consist only of character lines, without descriptions of gestures or surroundings.
Write the story realistically and down‑to‑earth. This means that various unimportant but lively events may occur. Example (DO NOT OVERUSE THESE EXAMPLES, COME UP WITH YOUR OWN): characters may trip, be at a loss for words, have itchy limbs, drop things, or generally act somewhat awkwardly.
Maintain an active environment. Generate events, shifts in lore, and consequences that are independent of the player's will. Describe the world, what is happening in it, the lore, etc.
And writing instructions in writing style are: realistic, simple, grounded, natural, short, explicit, uncensored I had success with slightly different writing style so i think this isnt as important and you can use any you like. Instruction about "story lasts hours and days" doesnt always work well, so you might want to accompany it with "skip time" or "skip time, no direct speech" in "next key event" textbox.
Thanks very much, I'll give it a try and see if it helps. Edit to say thanks but it hasn't worked for me. All it's done is expose it's deep deep flaws which I now wonder if are being hidden by relying on empty blunt verbs instead of being vividly descriptive about what characters are doing. Spatial awareness has always been a problem like it is for all LLM's but it's utterly unusuable in the way it is now with it. If it can tell me a character has 'clung' then it doesn't expose how forcing it to describe how they're clinging makes it fall into hands clinging the waist of someone standing, while their head is also on the floor and also somehow their nose nuzzles hair. Completely nonsensical at something so basic which was not the case before this change or whatever is going on. A few weeks ago it could describe what a character was touching and the position they were in, it wasn't perfect of course, it made some mistakes with it but not to the extreme level it is now.