Encounters

generateEncounters

Fires when framing an encounter. Low priority: encounterElements in Other provides the source palette. Use custom to set difficulty mix, creature behavior rules, and non-combat resolution conditions.

In the editor

"Encounters Instructions"

Editor location
AI Tasks → Encounters
Editor type
Graphical form (labeled textareas)
Size limits
  • Each string leaf under a task (aiInstructions.<task>.<key>) 5,000 chars
  • Per task (aiInstructions.<task> total, sum of instruction chars) 20,000 chars
Last updated

Schema

json
{
  "aiInstructions": {
    "generateEncounters": {
      "custom": "string"
    }
  }
}

Example

json
{
  "aiInstructions": {
    "generateEncounters": {
      "custom": "## Structure\nFrame encounters as situations, not ambushes. Give the player a moment to observe before committing. Every encounter has a non-combat resolution path.\n\n## Mix\nTwo of five options should involve conflict or danger. Three should offer interaction, exploration, or opportunity."
    }
  }
}

Fields

custom

The only key — free-form encounter-framing rules. The encounterElements section supplies the raw palette this task draws from.

Authoring pattern

Cover in custom:

  • Difficulty tiers and how they map to enemy strength or environmental danger in your setting.
  • Creature type behavior rules for the monster categories in your world.
  • Non-combat resolution conditions that are specific to your world’s tone and genre.
  • Encounter mix guidance — the ratio of dangerous to non-dangerous options appropriate for your world.