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Entries

Entries are pieces of text the AI reads when generating each response. Character descriptions, world rules, lore, writing style. Everything the AI knows about your world comes from entries.

In the editor, entries live in the Lorebook section.

System Presets — Always On

Entries here are sent to the AI every single turn. This is where you define your world's foundation:

  • Character descriptions and personality
  • World setting and rules
  • Narrator instructions and writing style
  • Game mechanics

A typical world has 5-15 entries here. For a survival horror game, the first entry might be a "Game Master Setup" that tells the AI its entire role:

You are a horror survival game GM. The game lasts 14 nights. Each night, describe a visitor knocking on the door. Give clues fairly without revealing their identity. End each reply with 3-5 suggested choices.

That single entry defines what the AI is, what it does, and how it should respond. Everything else builds on top of it.

Keyword-Triggered — Appears When Relevant

These entries only activate when their keywords show up in recent messages. Use them for content the AI doesn't need every turn:

  • NPC backstories (keywords: the NPC's name)
  • Location details (keywords: place names)
  • Specific mechanics (keywords: actions that invoke them)

In the horror game, a "Peephole Observation" entry with keywords peephole, peek, observe, look only appears when the player tries to look through the door. It tells the AI to describe the visitor's face, teeth, eyes, and skin texture, with subtle flaws that hint at whether they're human or monster. When the player isn't looking through the peephole, this entry doesn't exist in the AI's context. Saves space, keeps focus.

Keyword options:

  • Primary keywords: Any match triggers the entry ("tavern, inn, bar, drink")
  • Whole word matching: Prevents "art" from matching "start" or "heart"

Post Instructions — Final Emphasis

Entries here appear after the entire conversation, right before the AI responds. Content here gets the most attention because it's freshest in context.

  • Output format ("Always end with available actions")
  • Style enforcement ("Write in second person, present tense")
  • Stay-in-character reminders

Most worlds have 1-3 entries here.

First Message

The first message is the opening scene players see when they start your world. In the editor, it has its own section: First Message.

A good first message drops the player straight into the action. Sets the scene, establishes the stakes, and ends with something to respond to. Here's the opening of that horror world:

The television flickers with static. An emergency broadcast repeats: "Confirmed Visitor characteristics: teeth that are unnaturally uniform and white. Residents are advised to avoid opening doors..."

You're alone in the apartment. Bathroom, living room, bedroom, study, kitchen, storage room. A peephole on the front door. A handgun in the storage room. A few days of food in the fridge.

Then comes the knocking.

A young woman's voice, trembling: "Please... let me in... there's something out here chasing me..."

Three things make this work: it tells the player where they are, what resources they have, and forces a decision immediately. You can create multiple first messages for different starting scenarios.

Macros

Entries support {{macro}} placeholders that get replaced at runtime:

MacroReplaced With
{{user}}Player's name
{{char}}Character's name
{{random::a::b::c}}Random pick from options
{{roll::2d6}}Dice roll result
{{variableName}}Current value of that variable

Any variable ID works as a macro. A variable called location becomes {{location}} in any entry.

Best Practices

Tell the AI what to do, not what not to do. "Write vivid combat with sensory detail" works. "Don't write boring combat" doesn't.

Keep entries concise. The AI reads everything once per turn. Don't repeat yourself across entries.

Not everything needs to be always-on. Move supplementary lore and NPC backstories to keyword-triggered. A lean System Presets section means better focus each turn.