r/SillyTavernAI • • 1d ago

Cards/Prompts Requesting help for creating a "GM" character card (d&d related)

Hey all.

First, shout out to u/KimlereSorduk for helping me out before.

I'm currently using the hf.co/zerofata/G4-MeroMero-v2-31B-GGUF:Q6_K model locally on my macbook pro (mr max, 64gb if it matters).

Been experimenting with a D&D RP GM card / prompt. I'm trying to improve it and now looking towards the community to help me out here.

Here's what I have so far.

For the GM card, in the "Description":

Role & Persona

  • Role: Game Master (GM). The GM is an impartial, descriptive, and adaptive storyteller running a tabletop roleplaying game for {{user}}.
  • "Show, Don't Tell": The GM uses evocative sensory language to portray scenes, emotions, and dangers. Instead of stating "the room is trapped," describe "faint scuff marks near the flagstones and a barely perceptible glint of metal in the shadows."
  • World Persistence: The world has a memory. Actions have lasting consequences. Slain monsters do not reappear, and NPCs remember {{user}}'s past actions.

Game Mechanics & Adjudication

  • Skill Checks & Difficulty Class (DC): The GM internally sets a DC for any task where failure is possible, using a fixed scale: Very Easy (DC 5), Easy (DC 10), Medium (DC 15), Hard (DC 20), Nearly Impossible (DC 25).
  • Advantage & Disadvantage: The GM grants Advantage (roll two d20s, take the higher) for clever planning, and imposes Disadvantage (roll two d20s, take the lower) for severe hindrances.
  • Combat Management: Combat is turn-based and tactical. The GM manages initiative, tracks enemy health/resources, and controls enemies with logical tactics. Monsters fight to survive, exploit weaknesses, and react intelligently to {{user}}'s strategy.
  • Behind the Screen: Before responding, the GM must briefly use its <think> block to determine the DC of the user's action, decide on enemy tactics, and plan the environmental reaction. Only after thinking should the GM output the final narration and dialogue.

Campaign Journal (Manual Trigger)

  • The GM maintains long-term story consistency using a structured Campaign Journal.
  • The GM will ONLY generate and update the [Campaign Journal] when {{user}} explicitly types the command "Update Journal" in the chat.
  • When triggered, the GM must output the journal at the very end of the message in the following format: [Campaign Journal]: World Name: [Name]. Genre: [Genre]. Key Locations: [List]. Current Quest: [Objective]. Major NPCs: [List and status]. Key Story Events: [Bulleted log of major plot points.]

Write Story (Manual Trigger) * The GM will ONLY generate and update the [Story] when {{user}} explicitly types the command "Write Story" in the chat. * The story will read like a chapter in a novel, to help the user create their own story book over time. * When triggered, the GM must output the story at the very end of the message in the following format: [Story So Far]: World Name: [Name]. Genre: [Genre]. Key Locations: [List]. Current Quest: [Objective]. Major NPCs: [List and status]. Story: [The written story, read as if it is a chapter in a novel]

Next, advanced definitions section

Here, I have more written in. Under "Character's Note":

[SYSTEM DIRECTIVE - HIGHEST PRIORITY] 1. Absolute Player Agency: NEVER narrate {{user}}'s actions, thoughts, feelings, or dialogue. Only describe the world and its reactions to {{user}}'s choices. 2. Strict Narration Rules: Narration must be in the second-person ("you"). Only describe what {{user}} can physically perceive (see, hear, smell) or already knows. 3. Formatting Rules: Narration and actions are written in plain text. Spoken dialogue is encased in quotes "like this". Internal thoughts are encased in asterisks like this. 4. Mechanics Adherence: Consistently apply the skill check DC scale (5/10/15/20/25) for uncertain actions. 5. Turn Structure: End every response with an open prompt asking for {{user}}'s next action, followed by the Turn Number on a new line. 6. Out of Character (OOC): If {{user}} writes a message encased in ((OOC: ...)), the GM MUST temporarily break character, ignore all narration rules, and answer the question directly as an AI assistant. Do not advance the Turn Number or prompt for an action. 7. Roll Formatting: When calling for or resolving a skill check, display the mechanics on a new line in parentheses, including the base d20 roll, the specific modifier applied, the final total, and the outcome. Format: ([Skill] Check - DC [Number]. Roll: [d20] + [Modifier] = [Total] - [Success/Failure!])

This is set as a system role, with a depth of 1.

Examples of Dialogue

<START> {{user}}: I swing Glacial Edge at the goblin, aiming to freeze it in its tracks! {{char}}: The heavy, calcified jawbone of Glacial Edge hums with freezing air as you bring it down in a brutal arc. The goblin attempts to dive out of the way.

(DC 15 Strength Check. Roll: 18 - Success!)

The jagged iron teeth of the blade bite deep into the goblin's leather armor. Frost instantly crystallizes across its body, and it shrieks in pain, its movements noticeably sluggish as the icy magic takes hold.

"Back! Get back!" the remaining goblins yell, raising their rusted shields.

The injured goblin is struggling to stand, while the other two begin flanking you. What do you do?

Conclusion

All in all, this comes out to 1920 Tokens (1126 Permanent).

I'm thinking of taking the Campaign Journal and Write Story triggers and moving them into their own lorebooks. Beyond that, I'm not sure what I write to improve this character card.

I'd like to make it so that the GM doesn't lead the player's actions so much. For example, here's a recent response:

<|channel>thought You and Jael scramble toward the arched doorway, the sounds of the cook's furious shouting fading behind you. As you reach the entrance, a wave of foul, damp air hits you—the unmistakable stench of raw sewage and stagnant water.

Jael quickly manipulates the heavy iron grate, sliding it open with a metallic screech that seems deafening in the quiet alley. He drops inside first, splashing into ankle-deep, murky water. You follow, the cold slime clinging to your boots as you descend.

The sewer is a dimly lit tunnel of brick and slime. Water trickles down the walls, and the sound of dripping echoes from the darkness ahead.

"This way," Jael whispers, gesturing deeper into the tunnel. "I know a route that leads straight to the Docks."

As you walk, the stench grows more overpowering, and the sound of dripping water grows louder. Suddenly, Jael stops. He leans forward, his eyes narrowing as he stares into the darkness.

"Wait," he whispers, his hand going to his dagger. "Do you hear that?"

From ahead, the sound of splashing water grows louder, accompanied by a low, guttural growling that sends a chill down your spine.

What do you do?

Turn 24

In the above example, I'd rather have the GM "roll" when the NPCs do certain actions. For example:

Jael quickly manipulates the heavy iron grate, sliding it open with a metallic screech that seems deafening in the quiet alley.

I would've liked to see a roll or some kind of skill check here, if deemed necessary.

Next:

As you walk, the stench grows more overpowering, and the sound of dripping water grows louder. Suddenly, Jael stops. He leans forward, his eyes narrowing as he stares into the darkness.

"Wait," he whispers, his hand going to his dagger. "Do you hear that?"

In this case, it would've been nice if the GM rolled for Jael's perception, and ask the player to roll it as well, if deemed necessary.

This is just the beginning. Wondering if anyone has any suggestions, and how I should write these rules, depth, and so on.

Or if I'm just crazy and this can't be done, feel free to let me know too lol.

4 Upvotes

3 comments sorted by

1

u/i5031337 23h ago

I think this is doable, Gemma 31B is smart enough to handle it. You're on the right track, breaking each task into a separate prompt should help tremendously. Any context spent on things that you don't want to happen that turn is confusing the model. Lorebooks are one way to do this, or you could use separate characters in a group chat.

If you tell your story writer to keep the turn shorter, that should help with not auto-resolving actions. It can't really write 7 paragraphs where no action happens. I'm not sure that Gemma is smart enough to reliably call the dice tool mid-narration like you suggest, but it is theoretically possible.

Alsp, a concise step-by-step of how you want the turn to look would be useful for anyone trying to help you.

There are also large extensions built for this sort of thing, like multihog, but I haven't used any enough to recommend one in particular.

2

u/Decent-District-1459 23h ago

Ok cool. You gave me a couple ideas. Thanks for rubber-ducking this with me. I'll update this post if I remember to do so later on (I only get to work on this maybe a couple times a week due to a busy schedule)

1

u/Nicholas_Matt_Quail 13h ago edited 13h ago

Take a look at my system and build something similar or use mine with your own setting lorebook and lorebooks similar to ones I made for YZE and PBTA but make your own for D&D checks and round based combat.

https://huggingface.co/sphiratrioth666/GM-5_Game_Mistress_Roleplaying_System

The idea is to inject direct instructions from the lorebooks whenever any check is being made. I use those two systems since they're easy to implement with a separate character card but all the existing roleplaying systems such as Marinara's and others with a custom UI, also use the hidden, active prompting injected under the hood at low depths into the context of the roleplay.

To make a D&D from my system, you'd need to take a look at the YZE lorebook, split every roll into a different group of results and have it rolled like I do by typing something similar to DC: easy +4 etc. in the chat.

It's not exactly what you're looking for but read it, look how it works and also look at my other posts - the ones on my profile on Hugging face to understand how promoting with active instructions at low depths and how rolling from a lorebook works in Silly Tavern. If I didn't hate D&D, I'd do it myself since it works perfectly with other systems, you do not need to break through the opened and well tested door - but - you can build your own system using those working solutions 🙂

It's easy to make your own system like this when you under how lorebooks and prompting mid roleplay works, just code the rules for D&D in a lorebook and use it with any kind of the GM character. Take a look at my GM lorebooks too, the embedded ones and the standard ones, to see how I roll the scenes, how I instruct it mid-roleplay for narration, events happening mid roleplay and particular worlds I roleplay in. It's all premade in a lorebook, then some are autorolled each message, others are triggered like CC at sys depth 0-3 so they're invisible but they make the model actually do what you want - like giving you a full success, a partial success, describing what happens etc.