Decision Craft Wiki
Game Systems
How choices are scored and how images are selected.
Choice Scoring (High Level)
Decision Craft uses a score-based outcome system behind the scenes. The score is not part of the story narration, but the interface shows the roll, attribute bonus, and result when a choice resolves. The score determines how cleanly your action succeeds.
Core idea:
- Choices always happen, but the quality of the outcome changes.
- Low scores mean setbacks or complications.
- High scores mean clean success or extra advantage.
Difficulty & Dice Rules
The game first computes a base roll from room difficulty:
- GodMode: one roll between 80 and 100
- Easy: roll 2x between 0 and 100, keep the highest
- Normal: one roll between 0 and 100
- Hard: roll 2x between 0 and 100, keep the lowest
Attributes And Final Score
Each choice is tied to one character attribute. Final score uses this formula:
- If
baseRollis 0, final score is 0 (critical failure) - If
baseRollis 100, final score is 100 (critical success) - Otherwise:
finalScore = clamp(baseRoll + attributeValue, 1, 99)
The action is a success when:
finalScore >= choiceDifficulty(choice difficulty is 0-100)
This means stronger attributes improve consistency, but only a natural 0 or natural 100 can create a critical outcome. Ordinary results can never reach those two extremes.
Outcome Quality Scale (Narrative)
The AI translates scores into narrative outcomes:
- Critical failure (0): The action still happens, but it causes a severe setback.
- Failure with a small miss: You fall short, but may still gain partial progress or information.
- Failure with a large miss: Things go badly and the situation worsens.
- Success with a small margin: You succeed, but only with limited payoff or some friction.
- Success with a large margin: You succeed cleanly and gain momentum or advantage.
- Critical success (100): The action lands spectacularly and shifts momentum in a major way.
Custom Choices
Custom choices are analyzed by the AI to determine:
- Which attribute they use.
- How difficult they are.
If a custom choice is invalid, the game can reject it with a reason and ask for a different action.
Character Wishes
When a custom theme is used, each player can provide a short character wish. This wish is not a full character sheet. It is a lightweight prompt that helps the generator create a character that feels more relevant to the fantasy the player wants.
How Scene Images Are Chosen
For each round, the AI chooses the single most visually interesting player choice and builds the image around that action. In the opening round, or when there are no selected choices, it uses the strongest visual hook in the scene. The image focuses on that moment instead of trying to summarize the whole round.
Images, Safety, And Quality
Generated images use models through Runware. The host can choose anime or photorealistic images and change styles in Room Info during a game; newly generated images use the current selection. Maps remain cartographic. Images are accepted as returned by the model. Uploaded covers are verified separately. Players choose lawful fictional themes within the content rules. Use confidential mode in Room Info to blur images on your own device.
AI image generation will never be perfect every time. Expect the occasional wrong face, wrong detail, or classic AI deformation. In practice, the best way to use the images is to treat them as strong visual inspiration, correct key mistakes with edit tools when needed, and expect gradual improvements over time as the models evolve.
Story Templates and Community
My stories stores up to 20 templates you own, which can be private or published. Create them with AI, extract them from existing games, or copy them when the original author allows adaptations. Explore lists public stories with likes, which also serve as bookmarks, and chronological comments. Each user can leave at most two comments per story; there are no threaded replies.
Story creation prepares the scenario, world, main quest, cover, world illustration and map. The story cover is also the theme cover. Launching a prepared story goes straight to character selection and reuses that starting world. Each launch is an independent game. After changing the creative brief, regenerate the preparation before playing or publishing the edited version.
Manual character creation, editing, copying and deletion are free. AI generation and cover analysis use the displayed credits. Uploaded covers are limited to 1 MB and analyzed before storage; publishing reuses the reviewed cover. Copies share story assets, and deletion preserves assets still used by another story.
Five distinct user reports hide a story. Five dislikes hide an unprotected comment; five reports from established accounts can also hide it. Administrators can dismiss reports while keeping content hidden, restore comments without losing dislikes, or protect restored comments against automatic hiding until they are edited.
Use Send feedback in the navbar or footer to send a bug report, feature idea or other feedback. Reports, automatically hidden comments and feedback appear in the admin-only Feedback & moderation inbox.
Story Book
At the end of a game (or any time during it), any player can download a Story Book PDF from the Room Settings panel. It generates a nicely formatted document that recaps every round - story text, choices made, outcomes, NPC dialogues, and quest results.
The story book is completely free and uses no credits. It can be downloaded multiple times and is updated as the game progresses.
Want The Bigger Picture?
If you want to understand how Decision Craft keeps long campaigns coherent over time, see Memory & Context.