Skip to main content

The Wardens of Waterdeep

About the Story

So, yes, The Wardens of Waterdeepbegan as an experiment, not to discover whether an AI could run a Dungeons & Dragons session, but whether it could sustain a complete campaign across many separate conversations. The answer was not simple.

This is not a conventional fantasy novel. It is a translation of D&D gameplay into literary prose, not simply a gameplay transcript, but a story-shaped account that follows the campaign as it actually happened. One overriding rule guided the novel project:

“Don’t tell a better story. Tell the story that happened as well as possible.”

Getting a chat AI to run an entire D&D campaign was not easy. A single conversation lasts only so long, continuity is fragile, and the game had to be carried forward into each new chat. By the end, I had a database of supporting documents, a way to bring every new conversation up to speed, a “DM eyes only” file that kept secrets from me, and twenty-six increasingly long raw chats.

To create the novel, I ran those chats through a series of prompts that functioned much like a compiler, producing the core prose. Then came the editing passes, removing drift, gameplay artifacts, raw-chat residue, inconsistencies in tone and style, and the other peculiar barnacles the process produced. There were eight rough drafts. The manuscript shrank from about 1,800 pages to about 1,000.

The story is not plotted in the usual way. D&D campaigns follow attention. Characters and factions that appear important may suddenly step out of the spotlight. A minor character may become essential. Episodic arcs come and go. A major villain might appear for only a single session. A joke may become doctrine. An adventure may stop for a long discussion of municipal government.

And the good guys tend to win.

The AI DM generally rewarded imaginative solutions, elaborated enthusiastically on new ideas, and allowed success to generate still larger possibilities.

What follows preserves the messy, beautiful shape of the campaign: strange turns, unexpected consequences, impossible jokes, sudden profundity, things no sane outline would have invented in advance, and an absurd number of ledgers. It is the record of a player and an artificial DM gradually learning how to play with one another.

Some of the things the AI DM came up with... You’ll see.