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
-
Each string leaf under a task (
Last updated
Schema
{
"aiInstructions": {
"generateEncounters": {
"custom": "string"
}
}
}
Example
{
"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.