Gamemaster Settings

Written By David (F&F Dev)

Last updated About 1 month ago

In Campaign settings, you can find Gamemaster Settings to tune how the GM behaves to your liking. Additionally, World builders can set certain GM settings and custom instructions in the Gamemaster tab of the world which will apply to all campaigns started from that world.

Include 5e Defaults

By default, campaigns will include the races, classes, spells, and items from D&D 5e as available options for you and the GM to use. Toggle this setting off if you don’t want D&D 5e material to be available, which is useful for homebrew campaigns in non-fantasy worlds.

Include Combat Encounters

By default, combat encounters are off while we work on revamping and fixing the issues in the current combat system. You can enable combat encounters if you wish to play with the current combat system. When enabled, Franz will prompt you to roll for initiative which starts the combat encounter flow.

Generation Settings

Note: If you haven’t yet tried ACE-1, we recommend that you keep these settings on as the timing of generations has improved significantly.

You can control whether or not the GM will generate new characters, Areas, POIs, classes, races, items, and spells in your campaigns. If you toggle off a generation, then the GM will no longer generate that entity.

Each generation can also have one optional custom instruction which will be included when generating that entity. For example, you can use it to include an instruction on the types of items characters should be generated with or what they should look like.

Read the article on Custom Instructions to learn more about how to effectively use them.

Custom Instructions

Custom instructions let you influence how the GM should behave in their responses. For example you can have a custom instruction to have the GM always talk like a pirate or like an old timey story teller.

Read the article on Custom Instructions to learn more about how to effectively use them.