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92 points azhenley | 2 comments | | HN request time: 1.845s | source
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vunderba ◴[] No.43677863[source]
So story time.

I've been hosting a DnD campaign with a group of college friends for almost a decade at this point. Since we've all moved away, we use Tabletop Simulator to play weekly.

In one of my adventures, the players met a creature named Dorian with the same backstory as the classic tale The Picture of Dorian Gray. Later, the players discovered the secret to the creature's immortality was an indestructible painting of the creature.

Nearly a month before encountering this creature, my players had explored a random dungeon I’d made where one of the rooms had a huge, ornate mirror on the wall. It made everything in the reflection appear older, covered in a layer of cobwebs and dust.

Although this was not the primary solution to defeating Dorian, I laid subtle clues to see if anyone would remember that far back. Well, one of them did in fact remember the dungeon. They stole the painting and brought it back to the dungeon along with a secondary mirror. They then placed the mirrors across from each other along with the painting to create a sort of “hall of mirrors” effect on the painting itself, which caused the painting of Dorian to accelerate in age—creating a feedback loop that infinitely aged Dorian (think drinking from the wrong Holy Grail).

It was amazingly satisfying to all my players, and it's also the exact sort of thing that I don't think the current batch of SOTA LLMs (even with the temperature cranked to 1) would ever think of in a MILLION years.

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roenxi ◴[] No.43678053[source]
> It was amazingly satisfying to all my players, and it's also the exact sort of thing that I don't think the current batch of SOTA LLMs (even with the temperature cranked to 1) would ever think of in a MILLION years.

That actually seems like it'd be a pretty easy one for an LLM to get to. I tried

    You are a highly intelligent and creative D&D campaign planner. Imagine a creature that is immortal with mechanics like The Picture of Dorian Gray - its soul is protected in a painting and that gives its body immortality. Please brainstorm some interesting ways to defeat this antagonist that might connect to other aspects of a campaign, suggesting new ideas.
and on the 2nd run on a small local LLM got "*Reflections and Mirrors*: The creature's soul is reflected in mirrors and reflective surfaces, making them vulnerable to attacks. The party must use mirrors to their advantage, luring the creature into a trap or using them to distract it while they attack." and "* *The Corruption of Beauty*: The immortal creature is a symbol of beauty and corruption. To defeat it, the party must find a way to strip it of its beauty and corruption, using it against itself. This could involve using a magical artifact that amplifies the creature's own corruption, or finding a way to expose its true nature and render it powerless.".

It seems quite reasonable that a large modern LLM could come up with exactly that idea in far less than a million years. Art, mirrors and defacing art are all pretty standard sounding themes for handling that sort of monster.

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1. ocimbote ◴[] No.43678413[source]
I would disagree, but on,y considering I think this is not the right prompt to test against. Hence not the right question.

While you're asking to find creative ways to get rid of the player, I think what LLMs are unable to do (at this point?) is to come up with the idea of an aging mirror, let it sit for a while and only then get back to it when they met its attached character.

The dungeon master did not follow a track of events but rather picked interesting somewhat random contents and moments from the campaign and picked them up to create new story lines.

That doesn't seem like something an LLM would do easily.

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2. FloorEgg ◴[] No.43682989[source]
Its not something an LLM would do with simple chatGPT type prompts, but it's something I can imagine building an agentic system to do. It's not trivial but seems feasible with current day LLMs.

If you design the system to have this exact quality (among many others), where clues are dropped earlier in the quest line for later quests. It's a matter of breaking up the prompts and iteratively refining the outputs.