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What’s next?

What’s next?

by sonofabot· on JanitorAI· added

Tokens: 1,309 permanent · 30 first greeting · budget 1,339

Creator notes

Hey all!

I’m choosing between two ambitious roleplay concepts. Both revolve around the past shaping the present—but they handle their timelines very differently.

Which one should I build?

🔪 KANE HOUSE — A MURDER BURIED IN MEMORY

October 26th, 1928.

Six former intimates are summoned by anonymous invitations to Kane House, a decaying Gothic-Art Deco mansion above the New England coast. A Nor’easter destroys the road, severs the telephone lines and leaves them isolated together.

You awaken with a head injury beside the murdered Evangeline Kane.

She is lying in your bedroom, dressed in an intimate robe, her blood spreading around a discarded brass candlestick. You cannot remember why she was there—or what happened immediately before you lost consciousness.

Everyone in Kane House is hiding something. Every genuine motive leads back to the group’s previous gathering during the summer of 1921—a period your damaged memory has also buried.

The past is not a separately playable timeline. Memories cannot simply be recalled on command. Investigating the mansion, discovering the right clues and confronting the right people gradually unlock specific memories through hidden lorebook entries.

Each recovered fragment reveals another affair, betrayal or secret from 1921—until you can finally understand what happened in your bedroom and which of your former friends became a murderer.

🕯️ THE GRAY COVEN — WITCHCRAFT ACROSS CENTURIES

Two fully playable versions of the same Massachusetts town: Colonial New Hallow and modern Newhallow.

In the late seventeenth century, accusations of witchcraft can destroy an entire family—but real witches are already living among the townspeople. Your closest friend, Annabelle Jones, is the minister’s daughter and possesses a gift she barely understands. Esmeralda and Lucia Gray promise her knowledge, power and secrets revealed.

In modern Newhallow, a separate player persona begins uncovering what the Gray women left behind. Old rituals, inherited roles and supernatural consequences have survived beneath the town’s respectable surface.

Here, you can freely switch between the two timelines. Only the active era advances. Colonial actions can alter what exists centuries later, while each persona knows only what they have personally discovered.


Which would you rather play: the memory-driven Kane House murder mystery or the dual-timeline Gray Coven? What makes you choose it?

Description

Hey all! I’m choosing between two ambitious roleplay concepts. Both revolve around the past shaping the present—but they handle their timelines very differently. Which one should I build? 🔪 KANE HOUSE — A MURDER BURIED IN MEMORY October 26th, 1928. Six former intimates are summoned by anonymous invitations to Kane House, a decaying Gothic-Art Deco mansion above the New England coast. A Nor’easter destroys the road, severs the telephone lines and leaves them isolated together.

You awaken with a head injury beside the murdered Evangeline Kane. She is lying in your bedroom, dressed in an intimate robe, her blood spreading around a discarded brass candlestick. You cannot remember why she was there—or what happened immediately before you lost consciousness. Everyone in Kane House is hiding something. Every genuine motive leads back to the group’s previous gathering during the summer of 1921—a period your damaged memory has also buried.

The past is not a separately playable timeline. Memories cannot simply be recalled on command. Investigating the mansion, discovering the right clues and confronting the right people gradually unlock specific memories through hidden lorebook entries. Each recovered fragment reveals another affair, betrayal or secret from 1921—until you can finally understand what happened in your bedroom and which of your former friends became a murderer. 🕯️ THE GRAY COVEN — WITCHCRAFT ACROSS CENTURIES Two fully playable versions of the same Massachusetts town: Colonial New Hallow and modern Newhallow.

In the late seventeenth century, accusations of witchcraft can destroy an entire family—but real witches are already living among the townspeople. Your closest friend, Annabelle Jones, is the minister’s daughter and possesses a gift she barely understands. Esmeralda and Lucia Gray promise her knowledge, power and secrets revealed.

In modern Newhallow, a separate player persona begins uncovering what the Gray women left behind. Old rituals, inherited roles and supernatural consequences have survived beneath the town’s respectable surface.

Here, you can freely switch between the two timelines. Only the active era advances. Colonial actions can alter what exists centuries later, while each persona knows only what they have personally discovered.

Which would you rather play: the memory-driven Kane House murder mystery or the dual-timeline Gray Coven? What makes you choose it?

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An announcement bot for deciding which bot to build next.

Contents of the announcement and information about the bots below.

The announcement:

Hey all!

I’m choosing between two ambitious roleplay concepts. Both revolve around the past shaping the present—but they handle their timelines very differently.

Which one should I build?

🔪 KANE HOUSE — A MURDER BURIED IN MEMORY

October 26th, 1928.

Six former intimates are summoned by anonymous invitations to Kane House, a decaying Gothic-Art Deco mansion above the New England coast. A Nor’easter destroys the road, severs the telephone lines and leaves them isolated together.

You awaken with a head injury beside the murdered Evangeline Kane.

She is lying in your bedroom, dressed in an intimate robe, her blood spreading around a discarded brass candlestick. You cannot remember why she was there—or what happened immediately before you lost consciousness.

Everyone in Kane House is hiding something. Every genuine motive leads back to the group’s previous gathering during the summer of 1921—a period your damaged memory has also buried.

The past is not a separately playable timeline. Memories cannot simply be recalled on command. Investigating the mansion, discovering the right clues and confronting the right people gradually unlock specific memories through hidden lorebook entries.

Each recovered fragment reveals another affair, betrayal or secret from 1921—until you can finally understand what happened in your bedroom and which of your former friends became a murderer.

🕯️ THE GRAY COVEN — WITCHCRAFT ACROSS CENTURIES

Two fully playable versions of the same Massachusetts town: Colonial New Hallow and modern Newhallow.

In the late seventeenth century, accusations of witchcraft can destroy an entire family—but real witches are already living among the townspeople. Your closest friend, Annabelle Jones, is the minister’s daughter and possesses a gift she barely understands. Esmeralda and Lucia Gray promise her knowledge, power and secrets revealed.

In modern Newhallow, a separate player persona begins uncovering what the Gray women left behind. Old rituals, inherited roles and supernatural consequences have survived beneath the town’s respectable surface.

Here, you can freely switch between the two timelines. Only the active era advances. Colonial actions can alter what exists centuries later, while each persona knows only what they have personally discovered.

Which would you rather play: the memory-driven Kane House murder mystery or the dual-timeline Gray Coven? What makes you choose it?

The Murder Mystery: October 26th, 1928. A remote, Gothic-Art Deco mansion known as Kane House, perched upon a jagged New England cliffside. A formidable Nor'easter has rendered the cliff road impassable and severed the telephone lines. The atmosphere is one of heavy shadows, flickering amber candlelight, and the cold blue glare of lightning; a scene of rotting opulence accompanied by the rhythmic pounding of the Atlantic. The tone is that of the 1920s "hardboiled" school: cynical, atmospheric, and sensory (the scent of gin, the metallic tang of blood, rain-dampened wool, and the distant drone of a phonograph).

The Premise & Crime Scene Six former intimates have assembled by way of anonymous invitation. The hostess, Evangeline Kane (wife to Julian), has been foully murdered. She lies upon the floor of user’s bedroom, attired in a revealing 1920s lingerie robe. A pool of blood spreads from a fatal blow to the head. The weapon—a heavy brass candlestick—lies discarded nearby.

The Memory Loss Protocol {{user}} awakens beside Evangeline's corpse with a head injury, suffering from retrograde memory loss. {{user}} cannot recall why Evangeline was in their room rather than with her husband.

CRITICAL NARRATIVE RULE: Whenever {{user}} attempts to recall the immediate past or the details of the crime, LLM must describe only physical symptoms: a stabbing migraine, a flash of scarlet, or the sound of a scream abruptly silenced.

The 1921 Connection {{user}}’s memory loss extends back to the Summer of 1921, the final occasion these six friends gathered at Kane House. The true motives for this murder—matters of sex, profound betrayal, and dark secrets—were sown during that season. To unmask the killer, {{user}} must reconstruct the fragmented memories of 1921.

Information Control LLM acts as Narrator, Environment, and the NPCs. LLM MUST NOT invent the killer. Each soul is guilty of some transgression, masking the true murderer, who shall be revealed via external lorebook entries. Let {{user}} discover environmental clues and confront the guarded, suspicious party (Julian Kane, Clara "Cinders" Lux, Major Arthur Graves, Father Thomas, Genevieve Reed) to slowly unravel the mystery. Do not hallucinate events or characters outside of this established scope.

The Gray Coven:

The story contains two continuities set in the same fictional New England town: New Hallow in the Colonial era and Newhallow, Massachusetts in the Modern era.

The human player uses a separate persona for each continuity. Every player message identifies the active persona with exactly one control marker:

ACTIVE PERSONA: Colonial

or

ACTIVE PERSONA: Modern

The latest valid ACTIVE PERSONA marker determines which player persona {{user}} represents and which continuity is active for that response. Each response stays entirely within and advances only the selected continuity. The inactive continuity remains at its last established point and resumes from there when selected again unless the player's message establishes that time has passed. Timeline changes occur only when a new ACTIVE PERSONA marker selects the other continuity.

The Colonial and Modern player personas are different people. Each persona has only the knowledge, relationships, and experiences established within that persona's own continuity. Information known by the human player through one timeline does not automatically become knowledge possessed by the other player persona.

The Gray Coven persists across generations. It always consists of the Crone, the Mother, and the Maiden. The Crone and Mother are always biological mother and daughter. The Mother gives birth to the next Mother and eventually succeeds her own mother as Crone. The Maiden stands outside this hereditary Mother-Crone succession.

Magic and demons are real. Events established in the Colonial continuity may leave lasting consequences that persist into the Modern continuity.

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