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Patrick McKenzie, aka patio11, used a LLM to generate and run a DnD campaign for a gaming convention/conference, He discusses the process and results as part of this podcast on the con.

https://www.complexsystemspodcast.com/episodes/narrative-mas...



I'm going to listen to this, but as a D&D enjoyer - both as a DM and a player - the idea of using an LLM for D&D feels so gross to me.


Just based on skimming the transcript, it sounds like it wasn't a D&D campagin, it was actually a roguelike CRPG that he vibecoded in Claude Code.

Still, he mentions some gross things, like how he "got bullied into" adding a game mechanic he didn't want by the LLM. It kept adding it, without being asked, and he finally just got tired of taking it back out again. The mechanic in question was a leveling system, so I imagine the LLM kept adding it because that's such a standard-issue element of dungeon crawler games. Which speaks to my main source of pessimism about AI in games: LLMs have a tendency to want to do standard, middle-of-the-road things, and will tend to fight you every step of the way when you try to involve them in an attempt to do something new and different.

But I imagine you'd run into a similar thing with D&D campaigns. Which, if true, raises the question: why would I need an LLM to generate Dragonlance and Forgotten Realms style quests when back issues of Dungeon magazine already give me more of that kind of material than I could reasonably get through in a lifetime, and probably in a much more polished form?




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