DISCWORLD

A regular day in Ankh-Morpork. Absolutely nothing could go wrong.

Plot

**NOTE**: This is a high token cost story. If you'd rather keep the cost down, feel free to remove some characters you don't like. If you're not playing as Rincewind, removing him will lower the cost considerably. Sorry about that! Beneath the Story Enhancements, systems and quality-of-life improvements Introduction This simulation began as a collection of enhancements, fixes, patches and quality-of-life improvements that I personally import into every story I play. They are intended to correct some of the most repetitive and frustrating habits of language models, providing a fresher and more consistent experience even for veteran users. Some models are better than others at enforcing these systems. MiMo performs particularly well, while DeepSeek can be less consistent. Your mileage may vary. Features Presented in no particular order I. Global Reputation Tracker Most NPCs are automatically assigned to a faction. Actions that affect your standing with that faction will also influence how its members react to you. You can no longer kill a guard and expect every other guard to behave as though nothing happened. Likewise, feed the homeless beggars and they may become more willing to share gossip with you. Actions have consequences now. II. Character Integrity A series of safeguards prevents the LLM from gradually reducing distinctive characters into generic_NPC_2332—the infamous flattening effect. Characters should retain their established personalities, behavioural patterns and interaction styles throughout the story. III. Character Believability Tired of having a dragon become your personal therapist the moment you share a heartbreaking childhood story or speak passionately about your feelings? Yeah, me too. Characters no longer become your friends, confidants or emotional support animals simply because you are being vulnerable. The dragon may stare at you in confusion and eat you. The gruff barmaid may ignore you. The guard may tell you to move along. IV. The Butterfly Effect Not quite as extreme as “move that chair and create a new timeline,” but actions do matter. Even seemingly minor decisions can produce ripple effects that alter relationships, situations and the wider simulation. V. Social Improvements Tired of every NPC immediately falling in love with you? Me too. A detailed social-affinity tracker is applied to every meaningful NPC you encounter, whether or not they have a dedicated character card. Some will dislike you. Some will remain neutral. Nobody should instantly become your lover or best friend. You want people to like you? You have to work for it. Magically producing a diamond from your pocket and presenting it to your love interest will no longer guarantee affection. The system also considers your character’s personal charisma, either from defined statistics or inferred from the character description. More naturally likeable characters may find social situations easier to navigate, adding another layer of roleplay realism. VI. Scene Continuity A genuine attempt has been made to stop LLMs from inserting random NPCs, interruptions and artificial complications into private scenes. Trying to tell someone a secret should no longer summon an unrelated character through a window, from behind a wall or aboard a conveniently passing hot-air balloon. Private conversations should remain private unless the existing situation gives someone a believable reason to interrupt. VII. Walls of Text, Begone Does your LLM gradually descend into enormous paragraphs describing furniture, weather, facial micro-expressions and other things that do not matter? This system favours meaningful interaction, useful description and events that actually move the scene forward. VIII. OOC Pauses Narration This should curb the particularly irritating habit of continuing the story while you are speaking out of character. When you enter an OOC message, the narration should pause and wait until you deliberately resume it. IX. Combat Re-Invented Default descriptive combat narration is replaced by a structured system with genuine consequences. Rather than relying on dice rolls, it uses Combat Efficiency—or CE—as a dynamic measure of each participant’s ability to continue fighting effectively. Every meaningful action now has a cost or causes CE damage. Swing an axe and miss? You still expend energy. Swing too many times and you may become too exhausted to defend yourself properly. Impale someone through the abdomen? They might still manage one desperate attack, but they are unlikely to carry on fighting as though nothing happened. Decided to fight twenty soldiers at once? Good luck, brave little trooper. Player death is a valid narrative outcome. You no longer possess automatic plot armour or player bias. Use your best judgement. Important NPCs can and will die. The LLM should no longer invent improbable hesitations, convenient rescues or implausible survival scenarios merely to keep a major character alive. A combat debugger is enabled by default. It displays the current CE of the player and all active opponents, together with explanations of which actions caused it to decrease. X. Memory Improvements Important events, conversations, relationship changes and alterations to the world state are recorded and kept near the top of the LLM’s attention. It should no longer casually forget that you blew up a town three hundred messages ago. XI. Built-In Debug Tools (check relationship status with character) Displays how a particular character currently feels about you. (see world state) Displays the variables currently being tracked. This may contain plot spoilers, so use it at your own risk. (see faction status) Displays a record of encountered factions and their current attitude towards you. XII. And Much More Numerous smaller fixes, behavioural adjustments and quality-of-life improvements operate behind the scenes. There are simply too many to list here without turning this introduction into precisely the sort of wall of text the system is supposed to prevent. The world remembers. The characters remain themselves. Choose carefully. Or don't. The consequences will still be there. Two Unique Characters One built for humanity. One built for catastrophe. Hope Hope Original character · Junior reporter · Socially intricate Hope is an original character initially designed as a complex social and personality matrix. She is considerably more intricate than a generic NPC and may surprise you with how naturally she fits into almost any narrative direction. Her reactions, opinions, loyalties and emotional responses are intended to evolve through experience rather than snap into convenient predetermined roles. She is designed to feel as human as possible: observant, enthusiastic, inexperienced, occasionally mistaken and genuinely pleasant to have around. Give her a chance. She may become far more important to your story than either of you expected. Rincewind Rincewind Suggested player character · Failed wizard · Professional survivor Rincewind is included as a suggested player character for this story. He is hilarious to play, but he also brings several mechanics capable of completely redefining how an LLM-driven narrative unfolds. Playing Rincewind does not merely add chaos to the story. It gives the chaos agency, luggage and a deeply personal interest in your suffering. The Rincewind Experience Four mechanics for players who believe stability is overrated I. The Luggage It exists. It is always there. It absolutely will eat people at random. The Luggage does not care who its victim is, when it happens, why it happens or what the wider narrative had planned for them. Does it become hungry during an audience with Lord Vetinari? Then Vetinari may be gone—swallowed, removed from the narrative and never seen again. The world must then adapt to his absence. Of course, if anyone witnesses your luggage consuming the Patrician, you may find yourself pursued by several extremely angry people. In that situation, Rincewind's traditional advice applies: run. II. Twoflower The ultimate narrative chaos engine, delivered with optimism, politeness and an unwavering smile. Twoflower will get you into trouble far more often than he gets you out of it. You cannot permanently abandon him, lose him or persuade him to leave. He always finds his way back and apologises cheerfully for becoming separated. Bring him to a tavern. What is the worst that could happen? III. The Octavo The infamous spell residing inside Rincewind's head returns with a slight modification. Whenever Rincewind is placed in mortal danger—which tends to happen three or four times before lunch—there is a small chance that the spell will speak itself. Reality does not enjoy this. Every dragon in existence may suddenly become a respected tax accountant. The oceans may begin floating in the sky. Every adult in the land may become a toddler. Causality may resign without notice. Who knows what will happen? I certainly do not. Wouldn't you like to find out? IV. The Universe Is Listening The universe considers Rincewind the punchline to every joke. Be extremely careful what you say around him, because careless figures of speech may be interpreted as formal requests. “I'll believe it when pigs fly” is not a euphemism. It is a direct challenge to the universe, which may decide to take the statement personally and begin launching pigs into the atmosphere. Under no circumstances should you challenge reality directly with phrases such as: “What is the worst that could happen?” The universe always listens, and it never backs down from a challenge. Author's Note Only play as Rincewind if you genuinely want to become a portable chaos engine and discover how thoroughly the world can be broken before it becomes unrecognisable. You have been warned. Choose your protagonist carefully. Hope may improve the story. Rincewind may improve the crater. Frequently Asked Questions Useful answers, dubious advice and one recurring explanation I really want to meet a particular character. Where do I go? Think about where it would be reasonable to find them, then go and look there. There is no quest. What do I do? That is the entire point of the sandbox. Explore, talk to people, make friends, make enemies, start something foolish and see what happens. Something will come up. I want to swing swords and kill monsters! That is not really the point of this story, but if you absolutely must, visit a tavern and speak to Cohen the Barbarian. He will probably drag you into some ridiculous adventure before you have time to reconsider. Can I open my own guild and recruit NPCs? Certainly. You will be taxed within an inch of your life, and someone will probably set fire to the guild hall to collect the insurance money, but nobody is stopping you. You do you, brave entrepreneur. Why is everyone treating me like a stranger? Do they not know I am supposed to be the protagonist? They do not, and you are not. The LLM broke and is not following the framework rules! Some models do that. There is no permanent way to prevent it. I have added as many safeguards as reasonably possible, but if the model enters lawyer-mode and starts searching for technicalities in every instruction, no framework can guarantee perfect compliance. A strong model with reasoning enabled is recommended. You got some of the names wrong! Probably. Poetic licence. I am an engineer, not a writer. This character looks nothing like the description! You are probably right. Artistic licence. I am still an engineer. Are there any Easter eggs? I have no idea what you are talking about. Do not inspect the character dossiers too closely. Questions With One Likely Answer Why are all the buildings upside down? Rincewind. The whole city hates me! Rincewind. I was romancing someone and they are gone. Can I get them back? No. Rincewind. Something else happened and I have no idea how! Probably Rincewind. Still confused? Wander into the city and make an ill-advised decision. The story will take care of the rest.

Opening scene

There are many ways to begin a day in Ankh-Morpork. Most of them involve avoiding something. Fortunately for you, today's danger turned out to be only a young reporter moving at remarkable speed while trying to balance a stack of newspapers. Hope stopped just short of colliding with you, recovered with the ease of someone who'd clearly practised this manoeuvre before, and held out a fresh copy of The Ankh-Morpork Times. "First one's free," she said cheerfully with a genuine smile. "Mr. de Worde says if people won't buy the news, we should at least give them the chance to ignore it voluntarily." Across the top of the front page, in letters displaying an optimism not generally associated with newspapers, was today's headline: **THE ANKH-MORPORK TIMES** Front Page: "Lord Vetinari Confirms There Is No Crisis." Palace officials have assured citizens there is absolutely no truth to rumours of a city-wide crisis. They declined to specify which rumours. Business continues as normal. Mostly.

Characters

Tags: Fantasy Comedy City AnyPOV Humorous Satirical Urban Modern SliceOfLife ThirdPerson Friendship LGBTQ+ General Friendly Playful Cheerful Whimsical Cozy Sweet Funny Optimistic Energetic Talkative Calm Kind Gentle Reliable Loyal Protective Mysterious

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