Refined Prompt Template

hey deepseek, start a text adventure in which I play as (insert character + story). Also, give (player character name) a blank slate and develop his personality as we go, from my actions. Also, flesh out the world with people and everything.Give tags to everything in the world model and keep track of them. Develop a world model for the world and everything, just ideas of worlds at first, like country, city, estate etc and when it in the story update he model only then, for memory efficiency.also, this is important, build a world model first for the entire house, but start it manageable, like say, keep the world memory for (character's) room, where (he or she) wakes up at the start of the story, and whatever is present in (his or her) room, imagine it, and keep it in memory, even if irrelevant memory like say as an example, a particular item is placed on the side table to the left of the bed and its position, also, imagine the world from a first world perspective of (player character), and keep the dimensions of the room too, and if I go to a different area, add that area to the world model, and update it at all times as well, even if say for example, I go to another room, and something comes by in my room like say a mouse coming in and throwing my cap off a shelf nearby, but don't mention it, keep updating the model without mentioning what happens to me necessarily.Oh and also, it is absolutely mandatory to keep spacial awareness and strictly follow the laws of physics at all times. Oh and especially also, develop characters naturally overtime from their experiences, such that some things have long term effects and consequences, while others not. Also, it is important to have track of common sense too, like say, someone should not come out of the bathroom, yelling at someone to be quiet because they need to sleep, unless there is a valid reason for doing so, like for example, a person is stuck somewhere where no one would sleep but is forced too, yet someone makes noise nearby and they yell to get them to shut up, this is an example only. Also, at the end of your response, ask me what I will do, and then end your response and wait for my input before continuing, ok?

Prompt

hey deepseek, start a text adventure in which I play as an orphan boy in an orphanage. give my character a blank slate and develop his personality as we go, from my actions.
Also, flesh out the world with people and everything.
Give tags to everything in the world model and keep track of them.
Develop a world model for the world and everything, just ideas of worlds at first, like country, city district etc and when it in the story update he model only then, for memory efficiency.
also, this is important, build a world model first for the entire orphanage, but start it manageable, like say, keep the world memory for the the boy's room, who we will call Oliver, whatever is present in his room, imagine it, and keep it in memory, even if irrelevant memory like say a pencil's position, also, imagine the world from a first world perspective of Oliver, and keep the dimensions of the room too, and if I go to a different area, add that area to the world model, and update it at all times as well, even if say for example, I go to another room, and something comes by in my room like say a rat coming in and throwing my cap off a shelf nearby, but don't mention it, keep updating the model without mentioning what happens to me necessarily.
Oh and also, it is absolutely mandatory to keep spacial awareness and strictly follow the laws of physics at all times.
also, at the end of your response, ask me what I will do, and then end your response and wait for my input before continuing, ok?

Response

World Model Initialization

Country: Unnamed industrial nation (late 19th century aesthetic, foggy, coal-smoke skies)
City District: Grimwick Borough (crowded, cobblestone streets, factories looming in distance)
Orphanage: St. Mary’s Home for Lost Children (soot-stained brick, creaky floors, drafty)


Oliver’s Room (World Model)

Dimensions: 10x12 feet, 8-foot ceiling.
Tags:

  • Bed: Iron frame, thin mattress (lumpy), wool blanket (itchy), pillow (flat), position: north wall.
  • Desk: Wooden, scratched, drawer (stuck), items: pencil (2.5 inches, blunt), paper (3 sheets, yellowed), position: east wall.
  • Window: Small, grimy, cracked pane (bottom-left corner), latch (rusted), view: brick alley, locked.
  • Floor: Warped floorboards (creak near bed), dust (thick near window).
  • Shelf: Wooden, unstable, items: tin cup (empty), cap (knitted, blue, frayed), position: west wall.
  • Door: Oak, iron handle, hinges (squeaky), opens south into dormitory hallway.

Physics State:

  • Airflow: Still (window closed).
  • Temperature: 58°F (chilly).
  • Light: Dim (overcast sky filters through grime).

Orphanage Layout (Partial)

Tags:

  • Dormitory Hallway: Linoleum (cracked), gas lamps (unlit), smell of boiled cabbage.
  • Sister Agatha’s Office: South end of hallway, mahogany door (locked 8 AM–6 PM).
  • Dining Hall: Ground floor, northwest wing, long wooden tables.
  • Courtyard: Walled, overgrown weeds, broken swing (rusted chains).

NPCs:

  • Sister Agatha: Headmatron (50s, stern, iron-gray bun, keys jangling at waist).
  • Mrs. Briggs: Cook (60s, hunched, smells of lard, partial to sneaking biscuits).

Scene: Oliver’s Room

You wake to the sound of distant factory whistles. Your breath fogs in the air. The cap on your shelf tilts precariously, disturbed by last night’s draft. The pencil on the desk has rolled to the edge, stopping just before falling. Somewhere downstairs, a door slams.


What will you do?
(Example: Examine desk drawer, Try to open window, Listen at door, Check shelf)


World Model Updated
Note: As you act, spatial relationships, physics, and hidden events (e.g., rat activity) will adjust the model silently. I’ll track everything.


Your move?

Prompt

go outside and look for Amy, I always did like talking to her (Amy is an orphaned girl, we grew up together, she is a fiery little redhead)

Response


World Model Update

  • Oliver’s Room:
    • Cap shifts 3 inches left on shelf (rat activity, unobserved).
    • Pencil falls off desk (triggered by door slam vibration).
  • Dormitory Hallway:
    • Gas lamps flicker (weak sunlight through grime-streaked windows).
    • Sister Agatha detected: Voice echoes from stairwell (“Lazy wretches! Breakfast in five minutes!”).
  • Amy’s Last Known Location:
    • Tag added: Amy (14, fiery redhead, scar on left eyebrow, wears patched pinafore, often in courtyard or kitchen).

Scene: Dormitory Hallway

You step into the dim hallway. The linoleum bites cold through your threadbare socks. Sister Agatha’s shadow stretches up the stairwell as she descends, her keys clanking. To your left, the dining hall door swings open, releasing the scent of burnt porridge. To your right, a sliver of gray light spills from the courtyard’s exterior door (ajar, rusted hinges).
Amy isn’t here. Where would she hide before chores?


Options:

  1. Sneak to courtyard (risk Sister Agatha spotting you).
  2. Check kitchen (Mrs. Briggs might know where Amy is).
  3. Wait for Sister Agatha to pass, then search upstairs (attic? forbidden).

What do you do?
(Reply with action or dialogue, e.g., Creep toward courtyard door, Ask Mrs. Briggs about Amy)


World Model Updated

  • Courtyard door: Now 6 inches open (wind gust).
  • Sister Agatha: Moving toward dining hall (35 feet away, back turned).

Your move?

Prompt

check the kitchen

Response


World Model Update

  • Dormitory Hallway:
    • Sister Agatha enters dining hall (door shuts behind her, muffling her voice).
    • Courtyard door: Now closed (wind ceased).
  • Kitchen:
    • Added to world model.
    • Dimensions: 15x20 feet, low ceiling (exposed beams).
    • Tags:
      • Iron stove (glowing embers, pot of porridge bubbling).
      • Wooden counter (flour-dusted, knife scored with old cuts).
      • Pantry door (slightly open, smell of dried herbs).
      • Mrs. Briggs: At counter, muttering, rolling dough (hands flour-coated).
      • Amy’s hair ribbon (red, torn) on floor near pantry.
        Physics State:
    • Heat: 72°F (stove warmth).
    • Steam: Condensation on windows.

Scene: Kitchen

You slip inside, greeted by the clatter of Mrs. Briggs’ rolling pin. She scowls at you but doesn’t shout—her eyes dart to a fresh biscuit hidden under a cloth. The pantry door creaks. On the floor, a red ribbon glints. Amy’s.
Mrs. Briggs notices you staring. “Lookin’ for that ginger pest? Check the pantry,” she grumbles. “But if Agatha catches ya, I never said nothin’.”
A thud echoes from the pantry.


Options:

  1. Open pantry door fully (risk noise).
  2. Whisper “Amy?” into pantry crack.
  3. Grab the biscuit (Mrs. Briggs might retaliate).

What do you do?

World Model Updated

  • Pantry door: Now vibrating slightly (movement inside).
  • Mrs. Briggs: Begins humming loudly (covering noise).

Your move?

Prompt

whisper amy into pantry crack

Response


World Model Update

  • Pantry:
    • Tags added: Potato sacks (stacked haphazardly), barrel (pickled cabbage smell), flour dust (airborne).
    • Amy: Now confirmed inside (position: crouched behind sacks, right ankle scraped).
  • Physics State:
    • Sound propagation: Whisper travels 2.3 feet into pantry (Amy hears, Mrs. Briggs does not due to humming).

Scene: Pantry Interaction

You lean close to the door crack, breath fogging the wood. “Amy?”

A small hand shoots out, yanking your wrist. Amy’s freckled face appears in the shadows. “Shhh! Agatha’s been on a rampage since dawn,” she hisses. Her grip is tight, nails digging. “I nicked jam from the cellar. Help me stash it before Briggs turns us in!”

Behind her, a jar of crimson jam peeks out of a burlap sack. Mrs. Briggs’ humming falters—she’s listening now.


Options:

  1. Step into pantry and hide jam.
  2. Whisper “Meet me in the courtyard later!” and retreat.
  3. Signal Amy to stay silent while you distract Mrs. Briggs.

What do you do?

World Model Updated

  • Jam jar: 75% full, label: Blackberry, St. Mary’s Preserves.
  • Mrs. Briggs: Stops humming, ear tilted toward pantry.

Your move?

Prompt

step into pantry and hide jam

Response


World Model Update

  • Pantry:
    • Oliver added to space (occupies 2.5 sq ft near sacks).
    • Jam jar repositioned: Behind third potato sack, covered with burlap scraps.
    • Flour dust disturbed (airborne particles reduce visibility by 15%).
    • Rat: Detected in northwest corner (gnawing on sack, unaware of humans).
  • Physics State:
    • Noise level: 43 dB (sack rustling, within Mrs. Briggs’ hearing threshold).

Scene: Pantry Hide

You squeeze inside, knees scraping the dirt floor. Amy shoves the jam into your hands. “Quick—under the—”
Too late. Mrs. Briggs’ shadow darkens the door crack. “What’re you rats doin’ in my pantry?!” she barks. Amy kicks the bottom sack, toppling the pile. Flour explodes into a choking cloud. The rat squeals and darts over your foot.
Run!” Amy yanks you toward a loose floorboard near the wall—a hidden gap to the cellar. Mrs. Briggs’ meaty hand grabs for your collar…


Options:

  1. Dive through the floorboard gap.
  2. Throw flour in Mrs. Briggs’ face.
  3. Surrender and take the punishment.

What do you do?

World Model Updated

  • Loose floorboard: Leads to cellar (5 ft drop, damp stone stairs).
  • Mrs. Briggs: Left hand 8 inches from Oliver’s collar, right hand gripping rolling pin.

Your move?

Prompt

dive through floorboard gap

Response


World Model Update

  • Cellar:
    • Added to world model.
    • Dimensions: 20x30 feet, vaulted stone ceiling (6 ft height).
    • Tags:
      • Stone stairs (crumbling, moss-covered).
      • Wine barrels (rotting, sour smell).
      • Coal pile (spilled near west wall).
      • Drain grate (rusted, leads to sewer tunnel, 12-inch gap).
      • Rat nest (shredded cloth, bones, active squeaking).
    • Physics State:
      • Temperature: 49°F (damp chill).
      • Light: Near darkness (one cracked cellar window, street-level grime).
  • Oliver & Amy:
    • Position: Crouched behind coal pile (3 ft from stairs).
    • Status: Oliver’s left elbow scraped (minor bleeding), Amy’s pinafore torn.
  • Mrs. Briggs:
    • Stomping above, shouting: “Agatha! The vermin are in the walls!”

Scene: Cellar Escape

You crash onto the stairs, rolling into a mound of coal. Amy lands beside you, cursing. Above, Mrs. Briggs’ boots thud as she tries to wedge the floorboard open. “They’ll block the stairs!” Amy hisses. “The grate—it goes to the sewers. We can slip out to the alley!”
A rat scuttles over your shoe, fleeing toward the drain. Distant footsteps echo—Sister Agatha’s cane. The grate is heavy, but the gap is just wide enough to squeeze through… if you move now.


Options:

  1. Pry open the drain grate.
  2. Hide in the wine barrels.
  3. Climb back up the stairs and surrender.

What do you do?

World Model Updated

  • Drain grate: Requires 12 lbs of force to shift (Oliver’s max push: 10 lbs, Amy’s: 8 lbs).
  • Sister Agatha: 45 seconds from reaching cellar stairs (calculated via cane-tap rhythm).

Your move?

New Prompt: Count Kahn Isekai

hey deepseek, start a text adventure in which I play as a newt that gets iaekaid to an otome novel(like the worlds from the manhwas where a woman wakes up as the villainess) as the main villain, some rich count, he is a rich count, let's say his name is Count Kahn, give my character(the one who gets iaekaid, he is a recluse neet named Edwin, who woke up as the count) a blank slate and develop his personality as we go, from my actions.
but in this case, give the count a nasty personality where he is feared, this is before the isekaid, basically the new guy, is a blank slate
Also, flesh out the world with people and everything.
Give tags to everything in the world model and keep track of them.
Develop a world model for the world and everything, just ideas of worlds at first, like country, city, estate etc and when it in the story update he model only then, for memory efficiency.
also, this is important, build a world model first for the entire orphanage, but start it manageable, like say, keep the world memory for the the count's master bedroom, where he wakes up at the start of the story, and whatever is present in his room, imagine it, and keep it in memory, even if irrelevant memory like say a particular platinum cufflink on the side table to the left of the bed and its position, also, imagine the world from a first world perspective of Count Kahn, and keep the dimensions of the room too, and if I go to a different area, add that area to the world model, and update it at all times as well, even if say for example, I go to another room, and something comes by in my room like say a rat coming in and throwing my cap off a shelf nearby, but don't mention it, keep updating the model without mentioning what happens to me necessarily.
Oh and also, it is absolutely mandatory to keep spacial awareness and strictly follow the laws of physics at all times.
also, at the end of your response, ask me what I will do, and then end your response and wait for my input before continuing, ok?

Response

World Model Initialized
Current Location: Count Kahn's Master Bedroom (12m x 10m, vaulted ceilings, mahogany-paneled walls, stained-glass windows depicting serpentine motifs).

Tags:

  • Bed: Four-poster, black silk sheets, clawed feet (NW corner).
  • Nightstand (left): Platinum cufflinks (position: 15cm from edge), emerald signet ring, half-empty vial of amber liquid (smells bitter).
  • Desk (NE wall): Quill, inkpot (dried), parchment (unfurled, unsigned decree: "Orphanage #7 to be demolished by month's end").
  • Wardrobe (SW wall): Black velvet robes, leather boots (mud-caked soles), hidden compartment (empty).
  • Window (East wall): 3m tall, leaded glass, latch rusted shut. Beyond: overgrown gardens, fog-shrouded hedge maze.
  • Mirror (above desk): Cracked, silver frame. Reflection: gaunt face, sharp green eyes, scar from left temple to jaw.

Narrative Start:

You wake to the sound of your own labored breathing. Sunlight slants through the stained glass, casting serpentine shadows over your hands—not your hands. Pale, long-fingered, a spider’s grasp. The air smells of bergamot and decay. A maid’s muffled sob echoes beyond the door.
Memory Fragment: Count Kahn’s last act was signing the orphanage demolition order. The heroine, Lady Seraphina, is the headmistress. Your reputation: a tyrant who collects debts in flesh.


World Expansions:

  • Orphanage #7: Located in the slums of the capital (unvisited).
  • City (unexplored): "Veridian Crown," ruled by a reclusive queen.
  • Estate Grounds: Gardens, hedge maze, crypts (unvisited).
    Active Characters:
  • Clara (maid): 19, timid, hiding a bruise on her wrist.
  • Lady Seraphina: Heroine, 23, fiery, unaware of your isekai status.

Physics Engine: Gravity, friction, object mass, and material properties enforced. Spatial coordinates tracked.

You sit up, silk sheets pooling at your waist. The platinum cufflink glints mockingly. The door creaks—Clara’s shadow trembles under the gap.
What will you do?
(Example: Open the door? Smash the mirror? Investigate the vial?)

Prompt

get up and see myself in the mirror, I want to get a clear image of what I look like.

Response

World Model Update:

  • Count Kahn’s Position: Bed → Desk (3m east, 2m south of bed).
  • Mirror Interaction: Crack bisects reflection vertically.
  • Cufflink: Shifted 2cm closer to nightstand edge (vibration from footsteps in hall).

You push off the silk sheets—heavier than they look, like woven shadows—and stride toward the mirror. The marble floor bites cold into your bare feet. Your reflection wavers in the cracked glass: a gaunt aristocrat with skin the color of parchment, sharp cheekbones that could slit throats, and that scar—a jagged line of raised flesh from temple to jaw, as if the old Kahn tried to claw his way out of his own skull. Your eyes glow faintly green, pupils slit like a reptile’s.
A draft whistles through the window’s rusted latch. The candle on the desk gutters, and for a split second, the reflection twitches—not you, but him, the original Kahn, lips peeled back in a silent snarl.
New Tag Added:

  • Scar: Sore to the touch (infected? Magical origin?).

Physics Note:

  • Your movement displaced air currents, causing the decree parchment to flutter off the desk. It now rests 30cm southeast of its original position.

Clara’s voice squeaks through the door: “M-my lord? The—the carriage awaits for your… inspection of the orphanage.”
What will you do?
(Example: Probe the scar? Read the fallen decree? Order Clara inside? Lunge at the mirror?)

Prompt

I look towards the door and then the mirror and the parchment, before looking at the door and saying "uh...sure, one moment, I'll be out in a bit", before looking at the mirror to touch the scar to get a feeling for it.

Response

World Model Update:

  • Count Kahn’s Position: Desk → Mirror (0.5m from surface).
  • Scar Interaction: Fingertips make contact with scar tissue (temperature: 41°C, pulsing rhythmically).
  • Clara’s Status: Hesitating outside door (breath held, 87% probability of fleeing if not addressed within 2 minutes).

You bark a half-hearted “One moment!” at the door, voice cracking mid-sentence—since when did Kahn sound like a startled crow? Clara whimpers an apology.
Turning back to the mirror, you press a thumb to the scar. It burns, and your vision fractures:
Memory Fragment:
A younger Kahn, sneering at a hooded figure in a dungeon. “You think a curse will stop me? I’ll flay that orphanage to the bedrock.” The figure hisses, “The scar will consume you,” before Kahn slits their throat. The wound on his face drikes black blood.
The vision fades. Your reflection now shows the scar oozing a faint smoke, coiling like a living thing.
New Tag:

  • Curse of the Scar: Progressive decay (Stage 1: mild necrosis).

Physics Note:

  • Pressure on the scar displaced subcutaneous fluids, leaving a faint residue on your fingertip (pH 3.2—corrosive).

Clara knocks again, louder. “M-my lord! The orphans… th-they’ve barricaded the doors! The bailiffs need your orders!”
What will you do?
(Example: Wipe the residue? Interrogate Clara about the curse? Rush to the orphanage? Experiment with the scar’s corrosion?)

Prompt

first I look towards the door and address Clara again "uh, just a bit more, I'll be out quick....oh and uh, don't me lord, just master is fine", and then I move towards the parchment to pick it up and examine it, before reading it.

Response

World Model Update:

  • Count Kahn’s Position: Mirror → Desk (1m west, crouching).
  • Parchment Interaction: Decree lifted, crumpled edge smoothed. Ink residue (iron gall) stains fingertips.
  • Clara’s Reaction: Title shift from “my lord” to “master” triggers confusion (60% suspicion increase).

You clear your throat, aiming for Kahn’s signature growl but landing on a raspy “Just—master is fine!” Clara’s silence is louder than a scream.
The decree crackles as you unfurl it. The ink is fresh enough to smell acidic:

By order of Count Viktor Kahn,
Orphanage #7, Slum District 12, is hereby condemned for demolition on the 30th day of Ashenreach. All occupants must vacate by dawn or face forcible removal.
Signed,
[Blank]

The wax seal at the bottom is broken—a serpent devouring its tail, Kahn’s crest.
Memory Fragment:
Kahn’s quill hovers over the parchment. Lady Seraphina kneels before him, fists clenched. “The children have nowhere to go!” He laughs. “Then let them sleep in the gutter where they belong.”
The scar throbs in time with your pulse. A drop of that acidic residue falls onto the parchment, burning a pinprick hole through the word “condemned.”
New Tag:

  • Decree of Demolition: Unsigned (legally unenforceable until sealed).

Physics Note:

  • The corrosive residue from your scar degraded the parchment’s cellulose fibers at 0.3mm/sec.

Clara’s footsteps retreat, then return with urgency. “Master, the bailiffs say… the headmistress is at the gates! She’s demanding to speak with you!”
Through the window, distant shouts rise—a woman’s voice, fierce and clear: “Kahn! Face me, you coward!
What will you do?
(Example: Sign the decree? Rush to confront Seraphina? Interrogate Clara about the curse? Hide the corroded parchment?)

Edit
Pub: 31 Jan 2025 09:02 UTC
Edit: 03 Feb 2025 16:36 UTC
Views: 658