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 never shown in the story text, but it decides 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 3x 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 baseRoll is 0, final score is 0 (critical failure)
  • If baseRoll is 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 creates image prompts tied to the selected actions. Each prompt is rated by interest (1-5). The system then picks the most interesting prompt to generate the round image.

Priority order:

  • Highest interest rating
  • Original order as a tie-breaker

The goal is to show the most interesting visual moment from the actions players chose.

Image Style, Safety, And Quality

Each room uses one visual style for generated images:

  • Anime
  • Semi-realistic

NSFW is separate from style. A room can be SFW or NSFW, but NSFW only works when every player allows it.

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.

Theme Transfer

Themes can be exported from Previous Games as .dctheme files and imported again later. This is useful when you want to replay, share, or remix a favorite theme setup.

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.