Steering the story

The party lead's tools at an AI table: Direct mode, reroll with guidance, continue, fix, rewind, pacing, focus pings, resending a stuck turn, reading the arc, the steering seat, and disputed rulings.

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An AI Dungeon Master is good at running a scene and bad at knowing when the table wants a different one. The lead's job is to say so, with tools that change the words without touching the numbers.

The Lead tab: pacing controls, story tools for the last narration, a resend button for a halted turn, focus pings for each player, and the Dungeon Master seat controls
The is available to the .

Direct mode

The fourth message mode. A Direct message is an instruction to the Dungeon Master, not an action in the story: "Start an with both husks, draw the for the glass plain and roll ." "Skip to the morning." "Let Sera find the letter." The Dungeon Master obeys within the rules: it still rolls, still asks for saves, still cannot hand out a hit that did not land.

The story tools

On the menu of every Dungeon Master passage, and on the for the latest one:

  • Reroll with guidance. Regenerate the passage, optionally with a note: "less florid", "she would not agree so quickly", "you forgot the dog". Only the words change. Dice already rolled, sheet changes already applied and resolved outcomes stay identical, so a reroll can never undo a hit or a death.
  • Continue. Ask for more when a passage stopped short.
  • Fix. Edit a passage in place: a wrong name, a typo, a line to cut.
  • Rewind. Return the campaign to the snapshot taken at a boundary. Everything after it, dice included, is discarded, and the table is told.

Pacing

By default the Dungeon Master waits for the table: it answers once every player with the table open has acted or pressed Pass, or after a quiet spell (five minutes unless changed). While it waits, on the banner makes it answer whoever has acted. Settings, Players and permissions, Pacing changes the wait or switches it to Answers the first post. The sets the rest of the pace: how long passages run and how eagerly the Dungeon Master spotlights each player. Hold submissions collects every player's action and resolves them together instead of by turn. Focus pings nudge a quiet player: the Dungeon Master turns to them next. How often fights come, in the AI storytelling settings, makes the story lean toward talk and exploring or toward trouble.

Coordinating the party

With held submissions, players can propose a coordinated plan. The lead sets the order in which its actions resolve before sending it to the DM. In Party, travel formation records a separate shared marching order; players can accept or request changes affecting their characters.

A turn that halted

Every Dungeon Master ends, and says why if it ends badly: while it runs, the table shows what stage it has reached. If a turn crashes (the model timed out, the backend went away), the table is not stuck. The offers to send the turn back in; it resumes from the persisted conversation, nothing is re-rolled and no context is lost. A turn that is waiting on a physical roll says whose.

Reading the arc

The Story tab shows the lead the : the beats ahead, the antagonist's plan, the twists. Edit it to bend the campaign, or leave it and watch. Players see the party's view only.

The Context tab

When the Dungeon Master seems to have forgotten something, the shows exactly what it was told last , block by block, and what each block cost against the , the tool definitions included. A story that has outgrown its window will show its early compacted to a line; a larger window or a note in the fixes it. A local model needs at least 16K tokens to narrate and 24K to run fights, and 32K or more is recommended.

The steering seat

A campaign created with seats its creator behind the screen: no character and no party slot, , the console, directions to the AI between turns, and the last word on a . The AI still narrates every , and the is a player like any other, so nobody at the table carries a spoiler.

Disputed rulings

At any AI-narrated table, a player can choose on a narrated passage and say why. The whole table sees the dispute in a bar, and whoever steers the story (the , or the at a plain AI table) upholds it, overrules it, or puts it to a vote of every player; a majority settles it and a tie upholds. The outcome is written into the , so the narrator reads it on its next .

Damage needs a yes

A game setting can send the damage, healing and conditions the Dungeon Master aims at a player to that player for approval first, the way item offers already work.

Handing over

The lead can seat a person as the Dungeon Master from the lobby (make DM), at which point the AI goes quiet, moves to that seat, and the tools on this page belong to them. lets them hand pieces back to the AI. See Human DM mode.

Checked against desktop and Android app 0.19.4 and server 0.28.4 on 2026-10-21. Something wrong or missing? Open an issue.

Download · v0.21.2
Server app · v0.30.2

Optional. Runs the table for a whole group on one machine that stays on. Everyone else just installs the app.

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