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.

Story Genre Complete

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:

Story Subgenre Complete

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.

Subgenre Considerations Complete

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:

Intended Audience 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

Character template frameworks

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)

  1. 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.
  2. 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.
  3. 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.