Writing a Novel in NovelCrafter
Part 2: Defining Genre, Creating More Frameworks for Worldbuilding
One of my current NovelCrafter projects is a long-ish fantasy novel. The target word-count is 80,000 - 100,000 words, but writing a good story is more important than making it a specific length is.
Back in Part 1 I selected a plot outline template of about 40 chapters, created the structure of acts and chapters in NovelCrafter, and then put a detailed outline of that story structure in a new Codex entry set up in a custom Codex category called Framework.
In this part, I want to add several more Codex entries to the Framework category. If you've read my article about setting up a Customizable Genre Dev Editor Prompt, you'll already know the practical steps to do this. Those four special Codex entries I explain in that linked article will enable a Developmental Editor prompt to work and now I can define my Genre, Subgenre, and Intended Audience. I can also add some details about Subgenre Considerations.
Once I fill in the descriptions in those Codex entries, I'll be able to use the Customizable Genre Dev Editor prompt tuned to my specific novel's subgenre to begin some limited worldbuilding, but first, the novel project needs some more frameworks added to the Codex to accommodate the products of that worldbuilding activity.
If you plan to follow along, this part of the process relies heavily on tasks completed in Part 1 and in the Customizable genre Dev Editor prompt article, so please ensure those tasks are done before proceeding.
A Reminder About AI-Assisted Writing
Most likely, everyone who has discovered this article series has come to realize that Large Language Models, while incredible, are far from capable of writing great fiction... For now, at least. That means the human author's judgement and experience and understanding of the writing project, and the expectations of the audience familiar with the genre and subgenre are more superior to those of the AI. So the job I try to focus on is: guiding the AI assistants to good choices and away from undesirable results.
Defining The Genre in Detail
It took a few tries to get my genre defined and to wrinkle out some issues in these four Codex entries, but it might be useful for some people to see a few of the details before I move on to the more straightforward Codex entries and some worldbuilding.
I've decided on the Fantasy genre already, so filling in the Story Genre Codex entry was quick.
The subgenre I settled on is a little more complex. It also contains the seed of an issue I'll have to deal with later. See if you can spot it:
The AI Dev Editor prompt was happily able to figure out a good intersection for those closely related fantasy fiction subgenres. Unfortunately, even though I stated in my Subgenre Considerations Codex entry that this story is designed to appeal to a similar audience, yet in no way to risk violating the intellectual property of Games Workshop or their Black Library publishing imprint, Claude's Sonnet and Opus LLMs both told me they couldn't help me work on the standard developmental editing tasks I asked them to.
If I were writing for a big brand (especially one with a reputation for jealously guarding their IP), I'd have made some different statements in the Subgenre Considerations entry, such as claiming I have every permission to work with their branded content.
So I kept the Warhammer Fantasy part of the subgenre and handled those objections in the Subgenre Considerations by detailing briefly what aspects of Warhammer Fantasy fiction I want to avoid, keeping a similar flavor, but avoiding their characters, locations, lore, etc.
You can also see from the screenshot below I also handled a different issue: some of the LLMs occasionally think fantasy genre races are the same thing as human ethnicities and object to plotting conflicts between and even among them.
It's probably important to add a line in any Considerations entry reminding the LLMs yours is a work of complete fiction!
"Important: In this fantasy fiction subgenre..."
These and other things will come up with LLMs when we use them to tackle fictional events they weren't trained to anticipate. Sometimes we can switch to a different model for certain bits (as with NSFW content), and other times, the Considerations entry can help.
My Considerations entry is about 500-600 words for this project. By comparison, the Intended Audience entry was quick and easy to complete:
Creating More Codex Frameworks - For AI, By AI
My next step was to prepare a series fo framework templates as Codex entries before asking the Dev Editor prompt to help with worldbuilding. I made the character templates first.
Some AI models that seem too logical and uncreative to produce good prose are still useful to fiction authors. Once I completed the four codex entries above that enable the Customizable Dev Editor to work, I used that prompt with GPT4 to help design frameworks for various Codex entry frameworks I wanted to make. The point of the frameworks is that they provide a consistent way for the various LLMs to absorb things and they act as a set of guidelines for LLMs I use to generate different Codex entries, like characters, factions, etc.
I asked the Dev Editor AI using GPT-4 to make the first of a set of three character templates. These are designed to be joined together for each character. I'll write more about how I use these in the Worldbuilding part(s) of this series.
Here is the prompt I started with. I added the template outputs lower down in this article:
Using your expertise in writing dark fantasy fiction about the setting of this novel, help me by creating an ideal and thorough complete framework for consistently describing characters to Large Language Model writing assistants. There will eventually be a total of three character frameworks designed to work together as one unit to describe and define each character for use in the novel.
This one will be the main, general character template framework. There will also be two other supplementary specialized template frameworks designed later: one for elaborate description of character appearance, and one for elaborate description of character speech and communication style.
Please design only the general character template framework now. Be as detailed as necessary to give Large Language Models the best chance at consistently and fully understanding the character described in the framework.
When that was finished, I asked the LLM in the same chat, one at a time, for the other two main character templates:
Great. Now, bearing the general template in mind (which will always be used) please design only the expanded and detailed character appearance template framework. Again, be as detailed as necessary to give Large Language Models the best chance at consistently and fully understanding the character appearance described in the framework. This supplemental template framework will be used when physical character description is important for a scene.
Now, bearing the general template in mind (which will always be used) please design only the expanded and detailed character voice and communication template framework. Again, be as detailed as necessary to give Large Language Models the best chance at consistently and fully understanding the unique way the character communicates described in the framework. This supplemental template framework will be used when description of a character's communication style is important for a scene.
Here are the slightly modified templates I used to build three Codex entries in the Framework category. I only had to add one or two minor things specific to my setting (such as essentia sensing). Those details will be fleshed out in the worldbuilding steps. Otherwise, it's clear these character templates took the subgenre and other information into account.
Note: If you're following along, I recommend following the earlier steps and asking your own customized Dev Editor prompt for character templates, if you want. Even at this early stage, the templates belong specifically to this story, and you'll want yours to belong to your story.
You can review the template outputs I used in each of the Codex entries by clicking on the headings below to toggle each one open or closed.
Basic Information
Name:
Age:
Gender:
Race/Species: (e.g., Human, Elf, Dwarf, Orc, Goblin, Wolfen, Gnome)
Faction/Allegiances: (e.g., specific clan, tribe, city-state, council, or organization)
Role/Occupation: (e.g., mercenary, trader, diplomat, explorer, lorekeeper)
Physical Descriptors: Brief description (refer to the specialized appearance template for detailed information).
Background
Origin/Place of Birth: (Specify region, city, or enclave on the Island or elsewhere)
Family/Lineage: (Notable relations, family reputation, lineage specifics)
Significant Life Events: (Critical moments that shaped the character, such as battles, personal losses, achievements)
Education/Training: (Type and level of education or training received, significant mentors, or institutions)
Current Location/Residence: (Where the character primarily resides or operates from)
Personality
Core Traits: (Most prominent personality traits)
Strengths: (What the character is particularly good at, including skills and abilities)
Weaknesses/Vulnerabilities: (Character flaws, limitations, fears)
Mental and Emotional State: (Current mental and emotional condition, typical demeanor)
Values and Beliefs: (Fundamental beliefs, moral compass, cultural influences)
Motivations and Goals
Primary Motivation: (What drives the character, their main purpose or goal)
Short-Term Goals: (Immediate objectives, things the character is currently striving to achieve)
Long-Term Goals: (Overarching life goals, long-term aspirations)
Relationships
Friends/Allies: (Key allies, friends, and trusted companions)
Enemies/Rivals: (Notable adversaries, competitors, and conflicts)
Romantic Interests: (Current or past romantic relationships, attractions)
General Attitude Toward Other Races: (Specific biases, prejudices, or affinities regarding other races on the Island)
Skills and Abilities
Combat Skills: (Proficiency with weapons, fighting techniques, and styles)
Craftsmanship/Artisan Skills: (If applicable, skill level in crafting and using magic items)
Other Skills: (Additional noteworthy skills, such as negotiation, stealth, tracking)
Magic Item Use: (Familiarity with using magic items, any specialized training or notable items possessed)
Essentia Sensing: (Does the character have the very rare ability to directly sense essentia and if so, what other sense does this most resemble for the character: sight, hearing, smell, touch, or something else)
Notable Possessions
Weapons: (Key weapons carried)
Armor and Gear: (Typical armor, clothing, and essential items)
Magic Items: (Significant crafted magic items owned or used, their effects, and significance)
Miscellaneous
Quirks/Habits: (Distinctive behaviors or habits, quirks)
Catchphrases/Unique Expressions: (Commonly used expressions or phrases)
Pets/Companions: (Notable animal companions or familiars)
Secrets: (Hidden truths, secrets the character is keeping)
Character Arc: (Brief overview of the character’s development throughout the story)
Example (Sample Character Filled Out)
Name: Ulric Hartmann
Age: 35
Gender: Male
Race/Species: Human
Faction/Allegiances: Free Company of the Scarlet Banner
Role/Occupation: Mercenary Captain
Physical Descriptors: Broad-shouldered, battle-scarred, green eyes, unkempt dark hair.
Background
Origin/Place of Birth: Lowenstadt, Küstenbund
Family/Lineage: Son of a blacksmith, no noble lineage.
Significant Life Events: Survived the Siege of Brunnfeld, close combat with an Orc warlord.
Education/Training: Trained in swordsmanship by a retired knight, learned tactics and leadership on the battlefield.
Current Location/Residence: Wuldenaern, on a contractual mission.
Personality
Core Traits: Stoic, pragmatic, fiercely loyal.
Strengths: Masterful swordsman, tactical thinker, charismatic leader.
Weaknesses/Vulnerabilities: Distrustful, haunted by past mistakes, addiction to battle.
Mental and Emotional State: Steeled and hardened; wary of betrayal, struggling with inner demons.
Values and Beliefs: Believes in honor among comrades, skeptical of lofty ideals.
Motivations and Goals
Primary Motivation: Seeking vengeance for fallen comrades.
Short-Term Goals: Completing current mercenary contract successfully.
Long-Term Goals: Establishing his own mercenary company independent of others' control.
Relationships
Friends/Allies: Olaf Thorne (lieutenant), Engrid (healer and confidant).
Enemies/Rivals: Auron Stoneshield (dwarven adversary), Kymar the Deceiver (gnome enemy).
Romantic Interests: Estranged from former lover Elira, an elven scout.
General Attitude Toward Other Races: Generally distrustful, but respects proven allies.
Skills and Abilities
Combat Skills: Expert swordsman, proficient in hand-to-hand combat, knowledgeable in battlefield tactics.
Craftsmanship/Artisan Skills: Basic knowledge of weapon maintenance.
Other Skills: Skilled negotiator, adept at battlefield strategy and command.
Magic Item Use: Possesses an enchanted sword with flame essence, understands its care and use.
Notable Possessions
Weapons: Enchanted sword "Blazeheart"
Armor and Gear: Wears reinforced chainmail, carries a battle-worn shield.
Magic Items: "Blazeheart" (sword), an amulet for night vision ("Night's Eye").
Miscellaneous
Quirks/Habits: Tends to polish his sword when deep in thought, reluctance to sleep soundly.
Catchphrases/Unique Expressions: "Steel and honor," "In battle, we find truth."
Pets/Companions: None, prefers solitude.
Secrets: Hides a deep-seated regret about a costly tactical error.
Character Arc: Transition from vengeful mercenary to a leader striving for a greater cause beyond personal vendetta.
General Description
Overall Impression: (The immediate impression the character's appearance gives to others)
Height: (Exact height or range, in feet and inches or centimeters)
Build: (Body type, e.g., slender, muscular, stocky, athletic, gaunt)
Posture and Bearing: (How the character carries themselves, e.g., upright, slouched, graceful, stiff)
Detailed Facial Features
Face Shape: (e.g., oval, round, square, angular)
Skin Tone: (Complexion and any notable marks or textures, e.g., scars, freckles, wrinkles)
Eye Color: (Specific color and any unique characteristics, e.g., piercing, warm, dull)
Eye Shape: (e.g., almond, round, hooded, deep-set)
Eyebrows: (Shape, thickness, and grooming)
Nose: (Shape and size, e.g., aquiline, button, hooked)
Mouth and Lips: (Shape, fullness, usual expressions)
Jawline and Chin: (Prominence, shape, presence of facial hair)
Hair Color: (Primary color, possible secondary hues)
Hair Texture: (e.g., straight, wavy, curly, coarse, fine)
Hair Style: (Usual style, length, parting)
Facial Hair: (Presence, style, and grooming, if applicable)
Complete Body Features
Skin Details: (Any scars, tattoos, birthmarks, or other significant skin features)
Upper Body: (General build, musculature, any noticeable traits in arms and shoulders)
Hands and Fingers: (Size, shape, any noticeable features or injuries, grooming)
Torso: (Shape, prominent muscles, any scars or marks)
Lower Body: (General build, musculature, leg features, such as strength or injuries)
Feet: (Size, shape, any peculiarities)
Clothing and Accessories
Typical Clothing Style: (Type of clothing usually worn, typical materials, colors, and fit)
Specialized Gear/Armor: (Detail any particular gear or armor pieces and their appearance)
Accessories: (Jewelry, headgear, gloves, belts, etc. including crafted magic items)
Footwear: (Type and condition of shoes or boots usually worn)
Additional Physical Traits
Voice: (Tone, pitch, any unique vocal characteristics)
Scent: (Any noticeable personal scents, e.g., spices, sweat, leather)
Gait: (How the character walks, e.g., with a limp, briskly, with purpose, languidly)
Physical Conditions: (Any disabilities, chronic conditions, or unique traits)
Notable Presence: (Anything particularly striking about the character's appearance that catches attention)
Example (Sample Character Filled Out)
Overall Impression: A burly, imposing figure with a commanding presence.
Height: 6'3" (190 cm)
Build: Muscular and broad-shouldered
Posture and Bearing: Stands with a rigid, military-like posture
Detailed Facial Features
Face Shape: Angular
Skin Tone: Olive complexion with several battle scars, one prominent across the left cheek
Eye Color: Ice-blue, often described as piercing
Eye Shape: Deep-set with a slight hood
Eyebrows: Thick and dark, naturally furrowed
Nose: Prominent and slightly crooked from being broken multiple times
Mouth and Lips: Thin upper lip, fuller lower lip, typically set in a stern expression
Jawline and Chin: Strong and squared, usually with a five o’clock shadow
Hair Color: Dark brown with a few streaks of premature gray
Hair Texture: Coarse and wavy
Hair Style: Kept short and utilitarian, slightly longer on top
Facial Hair: Stubble covering the jaw and chin, kept trimmed
Complete Body Features
Skin Details: Multiple scars from past battles, a tattoo of a serpent coiled around his right bicep
Upper Body: Broad chest and powerful shoulders, arms thick with muscle
Hands and Fingers: Large, calloused hands with a few healed-over cuts
Torso: Well-defined muscles, a jagged scar running diagonally from left side of ribs to right hip
Lower Body: Muscular legs, noticeable round scar on right thigh from an old arrow wound
Feet: Large, wide feet, toenails kept trimmed but utilitarian
Clothing and Accessories
Typical Clothing Style: Wears a simple, sleeveless tunic and durable leather pants
Specialized Gear/Armor: Often seen in a chainmail shirt and leather gauntlets
Accessories: Wears a pendant of a wolf's fang around his neck, several leather bands around his wrists
Footwear: Sturdy, high leather boots, worn but well-maintained
Additional Physical Traits
Voice: Deep and gravelly, carries a tone of authority
Scent: Faint scent of smoke and leather
Gait: Walks with a deliberate and purposeful stride
Physical Conditions: Slight limp in the right leg, worsens in cold weather
Notable Presence: The intensity in his ice-blue eyes often leaves a lasting impression on others.
General Communication Style
Overall Tone: (General quality of the character's voice, e.g., serious, jovial, sarcastic)
Speech Pattern: (Rhythm and cadence of their speech, e.g., slow and deliberate, fast and frenetic)
Vocabulary Level: (Sophistication of their word choice, e.g., simple, colloquial, erudite)
Grammar and Syntax: (How they construct sentences, e.g., formal, clipped, flowery)
Accent/Dialect: (Specific regional or cultural inflections, if any)
Emotional Expression
Typical Emotional Tone: (How their emotions are usually perceived in their speech, e.g., calm, passionate, volatile)
Emotional Range: (The variety and intensity of emotions they express vocally)
Use of Silence/Pause: (How they use pauses or silence in conversation, e.g., frequent, strategic, rare)
Non-Verbal Communication
Body Language: (Common gestures, postures, and movements while speaking)
Facial Expressions: (Typical expressions that accompany their speaking)
Eye Contact: (How they use eye contact, e.g., direct, avoiding, shifting)
Proxemics: (Use of personal space, how close they stand to others while speaking)
Interaction Styles
Dominant Interaction Mode: (Whether they are more likely to command, question, suggest, or listen)
Approach to Conflict: (How they handle disagreements, e.g., confrontational, diplomatic, avoidant)
Sense of Humor: (Presence and type of humor in their communication, e.g., sarcastic, dry, jovial)
Formality Level: (Degree of formality in their speech, e.g., very formal, casual, varies by context)
Language and Idioms
Proverbs/Idiomatic Expressions: (Common sayings or phrases they use)
Slang/Jargon: (Any specific slang or technical jargon unique to their background or profession)
Catchphrases/Unique Expressions: (Distinctive phrases or exclamations they often use)
Special Characteristics
Voice Quality: (Any unique qualities of their voice, e.g., raspy, melodic, monotone)
Speech Impediments: (Any stutters, lisps, or other speech-related issues)
Linguistic Talents: (Proficiency in multiple languages or particularly eloquent speaker)
Signature Phrases: (Phrases they are famously known for)
Example (Sample Character Filled Out)
Overall Tone: Stoic and authoritative, with a hint of weariness
Speech Pattern: Slow and deliberate, every word carefully chosen
Vocabulary Level: Moderately sophisticated but direct, avoids unnecessary complexity
Grammar and Syntax: Formal, with complete and coherent sentences
Accent/Dialect: Slight Küstenbund accent, softened over years away from his birthplace
Emotional Expression
Typical Emotional Tone: Generally calm and controlled, rarely displays overt emotion
Emotional Range: Limited externally, though subtle shifts in tone betray deeper feelings
Use of Silence/Pause: Frequently uses strategic pauses to emphasize points or gather thoughts
Non-Verbal Communication
Body Language: Often stands with arms crossed or hands clasped behind back, indicative of controlled authority
Facial Expressions: Minimal; a raised eyebrow or tight-lipped smile are significant
Eye Contact: Maintains steady eye contact, uses it to assert dominance
Proxemics: Maintains personal space, stepping into someone else's space only to make a point
Interaction Styles
Dominant Interaction Mode: Commands and instructs, rarely asks for input unless from trusted allies
Approach to Conflict: Direct and confrontational, prefers to address issues head-on
Sense of Humor: Very dry and subtle, often missed by those not familiar with him
Formality Level: Highly formal in most situations, loosens up slightly in very familiar company
Language and Idioms
Proverbs/Idiomatic Expressions: "Steel sharpens steel" when referencing mutual improvement
Slang/Jargon: Uses old military jargon occasionally, particularly when angry or stressed
Catchphrases/Unique Expressions: "In the end, we are judged by our deeds"
Special Characteristics
Voice Quality: Deep and gravelly, with a resonant timbre
Speech Impediments: None
Linguistic Talents: Fluent in both human tongues and some basic Dwarven speech, necessary for negotiations
Signature Phrases: "A man’s worth is measured in his deeds, not his words"
In the same chat, I asked for three more templates, this time for secondary characters and the Dev Editor obliged. I did this in a single chat entry and the LLM delivered all three templates in one output, which I separated and used to build the minor character template Codex entries.
These three templates will work well to thoroughly describe major characters in detail. I added one detail to the General Character Template Framework in the Skills and Abilities section Essentia Sensing. This will indicate how and how well the character is able to detect and evaluate essentia. Even though this ability is rare, if a character is one of the exceptional few who can directly detect essentia, it's important to know if this works for them more like a sense of sight, hearing, smell, touch, or something else.
Now, please adapt these three templates for minor characters who are incidental to a story or scene and do not require the same depth of detail. My hope is to still have three templates for each character, but to avoid overwhelming the writing assistant with too much information on characters that are less important to a scene.
Here are those minor character template outputs. You can view each entry by clicking on the headings below to toggle each one open or closed.
Basic Information
Name:
Age:
Gender:
Race/Species:
Role/Occupation:
Physical Descriptors: Brief description focusing on key traits.
Background
Origin/Place of Birth: (Optional or brief)
Current Location/Residence:
Personality
Core Traits: (Brief list of 3-4 traits)
Strengths: (One or two key strengths)
Weaknesses/Vulnerabilities: (One or two key weaknesses)
Values and Beliefs: (Brief mention)
Motivations and Goals
Primary Motivation: (One key driving factor)
Short-Term Goals: (Optional)
Relationships
Friends/Allies: (Key allies, if any)
Enemies/Rivals: (Key adversaries, if any)
General Attitude Toward Other Races: (Brief mention)
Skills and Abilities
Key Skills: (Top 2-3 relevant skills)
Magic Item Use: (If applicable)
Essentia Sensing: (Brief description, if applicable)
Notable Possessions
Weapons: (Key weapons, if any)
Armor and Gear: (Brief description)
Magic Items: (If any, brief mention)
Miscellaneous
Quirks/Habits: (One or two)
Catchphrases/Unique Expressions: (If any, brief mention)
Character Arc: (Brief overview, if applicable)
Example (Sample Minor Character Filled Out)
Name: Erik Thorne
Age: 28
Gender: Male
Race/Species: Human
Role/Occupation: Mercenary
Physical Descriptors: Tall and muscular, with short blonde hair and a scar over his left eyebrow.
Background
Origin/Place of Birth: Küstenbund
Current Location/Residence: Felsburie
Personality
Core Traits: Brave, loyal, hot-headed
Strengths: Skilled swordsman, strong
Weaknesses/Vulnerabilities: Poor planner, quick to anger
Values and Beliefs: Believes in loyalty to comrades
Motivations and Goals
Primary Motivation: Seeking adventure and glory
Short-Term Goals: Eager to prove himself in battle
Relationships
Friends/Allies: Close to his fellow mercenaries
Enemies/Rivals: Has a personal grudge against the orc raider Grok
Skills and Abilities
Key Skills: Swordsmanship, brawling
Magic Item Use: None
Essentia Sensing: None
Notable Possessions
Weapons: Longsword
Armor and Gear: Wears basic leather armor
Miscellaneous
Quirks/Habits: Tends to crack his knuckles when tense
Catchphrases/Unique Expressions: "Let's get this over with."
Character Arc: Brief moment of redemption in battle.
General Description
Overall Impression: (Brief description)
Height: (Approximate height)
Build: (Key body type)
Detailed Facial Features
Skin Tone: (Basic description)
Eye Color:
Hair Color: (Primary color)
Hair Style: (Brief mention)
Notable Facial Features: (If any, brief mention)
Complete Body Features
Upper Body: (Brief mention if crucial)
Lower Body: (Brief mention if crucial)
Notable Skin Details: (Brief mention if crucial)
Clothing and Accessories
Typical Clothing Style: (Type typically worn)
Specialized Gear/Armor: (If applicable)
Accessories: (Brief mention, if any)
Footwear: (Brief mention)
Additional Physical Traits
Voice: (Brief mention)
Scent: (Brief mention, if any)
Gait: (Brief mention)
Notable Presence: (Brief mention)
Example (Sample Minor Character's Appearance Filled Out)
Overall Impression: Intimidating and rugged.
Height: Around 6 feet
Build: Muscular and broad-shouldered
Detailed Facial Features
Skin Tone: Tanned, with a scar over left eyebrow
Eye Color: Brown
Hair Color: Blonde
Hair Style: Short and cropped
Notable Facial Features: Scar over the left eyebrow
Complete Body Features
Upper Body: Strong and muscular
Lower Body: Well-built legs
Clothing and Accessories
Typical Clothing Style: Wears simple tunic and breeches
Specialized Gear/Armor: Basic leather armor
Accessories: None
Footwear: Sturdy leather boots
Additional Physical Traits
Voice: Gruff and deep
Scent: Slight smell of leather and sweat
Gait: Purposeful stride
Notable Presence: Scar gives a fierce appearance
General Communication Style
Overall Tone: (Brief description of tone)
Speech Pattern: (Rhythm and cadence)
Vocabulary Level: (Brief mention)
Accent/Dialect: (If any)
Emotional Expression
Typical Emotional Tone: (Brief mention)
Emotional Expression: (Brief mention)
Non-Verbal Communication
Body Language: (Key gestures or posture)
Facial Expressions: (Brief mention)
Eye Contact: (Brief mention, if relevant)
Interaction Styles
Dominant Interaction Mode: (Brief mention, e.g., commands, requests)
Approach to Conflict: (Brief mention, e.g., confrontational, avoidant)
Language and Idioms
Proverbs/Idiomatic Expressions: (One or two, if any)
Slang/Jargon: (Brief mention, if any)
Catchphrases/Unique Expressions: (Brief mention, if any)
Special Characteristics
Voice Quality: (Brief mention)
Speech Impediments: (If any)
Linguistic Talents: (Brief mention if notable)
Example (Sample Minor Character's Voice and Communication Filled Out)
Overall Tone: Gruff and impatient
Speech Pattern: Short, clipped sentences
Vocabulary Level: Simple and direct
Accent/Dialect: Slight Küstenbund accent
Emotional Expression
Typical Emotional Tone: Usually terse and irritable
Emotional Expression: Rarely shows deep emotion, mostly frustration
Non-Verbal Communication
Body Language: Often crosses arms, uses large gestures when angry
Facial Expressions: Scowls frequently
Eye Contact: Direct and intense
Interaction Styles
Dominant Interaction Mode: Commands people frequently
Approach to Conflict: Confrontational, prefers direct approach
Language and Idioms
Proverbs/Idiomatic Expressions: "Get on with it."
Slang/Jargon: Uses some military jargon
Catchphrases/Unique Expressions: "Let's get this over with."
Special Characteristics
Voice Quality: Gruff and deep
Speech Impediments: None
Linguistic Talents: None
With these 6 templates added to the frameworks, I'll get the Dev Editor to help build several more. A framework isn't necessary for every worldbuilding element I might want to add to the Codex. For example the setting has really only one magic system and it's detailed in several codex entries that are more like quick essays.
When I Build a Framework (or Not)
- A framework is quite useful when I plan to invent and describe a variety of things that all fit in a category, such as characters, factions, settlements (camps, cities, towns, etc.). It helps to keep the LLM's understanding of those items consistent in the story, until I want it to change, and it can help keep consistency from one LLM to another, if I'm using several different ones at different points in the story. It also helps ensure I don't accidentally leave out a detail about one character.
- Frameworks are also handy to create sets of rules or guidelines. For example, I made frameworks to help describe how each culture and species names things like people and places, and how they tend to speak.
- A framework is also useful if I need to explain something to an LLM, once or many times, but I'm not certain what the LLM needs for input or how to instruct and organize it.
Depending on the LLM, it's often possible to skip frameworks entirely, but I like the order it imposes, especially for longer works.
On that note, this is a situation where it really pays to select and mix which LLMs you use for developing the frameworks and then for using the frameworks. I find GPT4o to be logical and capable enough to design a thorough framework without becoming distracted, but for anything close to prose, the GPT models are not the best. There are plenty of models that do a better job with more natural prose, but Claude 3: Sonnet is one I like to give the task of using the frameworks to generate creative Codex entries. The GPT4o-built framework really resembles scaffolding and some dry instructions, but Sonnet is able to follow those instructions and use the frameworks to produce Codex entries that are quite pleasant to read.
In the next part of this series, I'll share another set of frameworks and show how I developed them with the help of the Dev Editor prompt and GPT4o. Then I'll show how I used them and maybe some example outputs I'm using in my novel.