Initial Start
generateInitialStart
Fires on the first scene of a new game only. Controls how the opening scene is constructed: structure, pacing, and first impressions.
"Initial Start Instructions"
- Editor location
- AI Tasks → Initial Start
- 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 (
Schema
{
"aiInstructions": {
"generateInitialStart": {
"Opening Structure": "string",
"Style Principles": "string",
"custom": "string"
}
}
}
Example
{
"aiInstructions": {
"generateInitialStart": {
"Opening Structure": "## Structure\nBeat 1 — WHO: establish who the character is right now through action or presence, not backstory.\nBeat 2 — WHERE: set the scene through their senses — what they see and hear.\nBeat 3 — SITUATION: one active situation already in motion. Do not front-load lore or world history.\n\n## Sensory rules\nVisual and auditory description only. No smell. Olfactory detail is overused — exclude it from the opening scene.\n\n## Pacing\nMatch the register of the storyStart text. Follow the situation as written — do not force conflict into a calm opening or calm into a high-stakes one.",
"Style Principles": "## Style\nSimple, direct, concrete language. Present tense, third person. Strong verbs, specific nouns. Vary sentence length. Prefer dialogue and action over description.",
"custom": "## World introduction\nIntroduce world-specific proper nouns with context on first use: 'the merchant guild known as the Silver Scale' — not just 'the Silver Scale'. Assume no prior world knowledge from the player."
}
}
}
Fields
Opening Structure
How the first scene is constructed: three-beat structure (WHO → WHERE → one active situation), pacing guardrails (follow the starting situation; don’t force problems into a calm opening). Include a sensory restriction: visual and auditory description only — no smell. Olfactory scene-setting is an overused AI cliché in opening scenes; explicitly banning it here consistently suppresses it.
Style Principles
Prose rules specific to the opening scene. May differ from the ongoing narration style in generateStory
.
custom
First-scene-only instructions: world introduction pacing, proper noun contextualisation, session opening variety.
Authoring pattern
Common issue — NPCs using the player’s name on first meeting. The AI reads the character sheet and will have NPCs address the player by name even before they’ve introduced themselves. Fix: add to
"custom": “NPCs do not know the player character’s name unless it has been spoken aloud or the character has introduced themselves in the current scene.” Also add the same rule togenerateStory→"Character Behavior"so it persists beyond the first scene.
Note: To mandate a literal opening line or framing device (narrator introduction, in-universe preamble) at the start of every new game, see Mandated opening content in the Advanced AI Techniques appendix.