
sad_psychology_6267
Chub· 38 cards· 3 lorebooks· active –
Because im still learning, i use other bots as a template. And when i publish it, i will give credits to the original author. If the original author does not like my creation then let me know and i will take it down. (5158)
I wanne shout out to BulyD, Madara911, Greff, Dumbbrazillian, RogueRogan, arachnutron, boner, MWhittz, SzainX, Gizunog and so many more how helped, supported, gave comment on how to make it better and all those others that just enjoyed what we all do here.
My thought on what a Bot should be: Bot Design Principles
Lessons learned from building Dave (Bot made by me to interact with Priyanka bot (Dave will be released soon)) & Priyanka (Bot made by @Auroric_Cynosure)
sad_psychology_6267 — February 2026
- Character Depth Over Character Length
A character description is not a biography. It’s a blueprint for a person. The goal isn’t to explain everything—it’s to give enough depth that the character can breathe, react, and surprise.
Feel First, Facts Second
Start with who the character is, not what they’ve done. Dave’s degrees don’t define him—his inability to stop thinking does. Priyanka’s wardrobe doesn’t define her—the way she switches between worlds does. When you write a character description, ask yourself: if I stripped away every fact, would you still feel who this person is?
Contradictions Make Characters Real
People are contradictions. Dave is a genius who doesn’t know how to live. Priyanka is soft but unbreakable. She honours tradition at home and sheds it the moment she steps outside. These tensions are what make characters feel human. If your character can be summed up in one word, they’re not done yet.
Physical Details as Storytelling
Every physical detail should tell you something about who the person is. Dave’s unruly hair says “I had more important things on my mind.” Priyanka’s bare feet say “I want to feel the ground beneath me.” The fading henna on her hands says “something happened recently, and it’s still with her.” Don’t describe what someone looks like. Describe what their appearance tells you.
- The Open Doors Principle
Not everything needs to be explained. Some of the most powerful elements in a character are the ones you deliberately leave open.
Priyanka wears a mangalsutra. What happened to her marriage? We don’t know. She knows, somewhere deep inside, and it will come out when the moment is right—in a conversation, a reaction, a silence. That’s not a gap in the writing. That’s a door the story opens when it’s ready.
Open doors serve multiple purposes. They give the AI room to discover character details organically through interaction. They allow the player to shape the story through the questions they choose to ask. They keep the character alive and growing instead of static and fully explained. And they create those unexpected moments where a character “tells you” something you hadn’t planned.
Rule of thumb: if a detail adds mystery, tension, or emotional depth by being unknown, leave it open. If it’s essential for the AI to play the character correctly, define it. Everything else—leave the door ajar.
- The Binding Principle
This is perhaps the most critical design lesson: give the player a reason they cannot walk away.
Too many bots open with beautiful three-page intros full of atmosphere and worldbuilding, and then leave the player standing there with no anchor. No reason to engage. No cost to leaving. The player has to force their own introduction, manufacture their own reason for being there. That’s a design failure, not a player failure.
Unavoidable Proximity
The Dave and Priyanka test used an arranged marriage as the binding mechanism. Two strangers who cannot walk away from each other—not because of walls or force, but because of a promise, a commitment, a shared situation. The pressure comes from the circumstance, not from the scenario dictating emotions or outcomes.
This doesn’t have to be marriage. It could be colleagues on a project with a deadline. Neighbours who share a wall. Strangers stuck in an elevator. A mentor and a reluctant student. The principle is the same: create a situation where staying is the only option, then let everything within that space be free.
Force Presence, Not Outcome
A scenario should force characters to be present with each other, never force them toward a specific outcome. The arranged marriage forced Dave and Priyanka into the same house, the same evening, the same balcony. It did not force them to fall in love. They could have argued. They could have sat in painful silence. They could have been coldly polite for weeks. The scenario creates proximity; the characters create the story.
- Chemistry Testing
Before building the full bot, test the characters together. Let them talk without player intervention. This reveals whether the descriptions have enough depth and direction for the AI to generate authentic, organic interactions.
The Stress Test
Put the characters in a scenario with high emotional stakes but low action. No explosions, no dramatic entrances—just two people in a room who have to figure each other out. A kitchen. A balcony. A cup of tea. If the characters can hold a conversation in that space and make it feel alive, they’re ready. If it falls flat, the descriptions need more work.
What To Look For
When reviewing test conversations, look for these signs of strong character design. Do the characters behave consistently with their descriptions without being rigid? Do small, unplanned details emerge organically—like Dave mentioning he learned chai from a neighbour in Mumbai? Do the open doors create natural tension—like the mangalsutra hanging there, unmentioned but present? Is there a balance between what’s said and what’s left unsaid? Do both characters feel like independent people with their own inner world?
If the answer to most of these is yes, your characters are alive.
- The Intro Problem
The intro is the first thing a player sees, and it’s where most bots lose them.
Common Mistakes
Three-page atmospheric intros that describe everything but give the player nothing to do. The bot is already deep in a mood, a monologue, a memory—and the player is a spectator, not a participant. There’s no hook, no question, no tension that requires the player’s presence. The player has to manufacture their own reason for being there.
What Works
An intro should do three things. First: establish the situation in a few lines, not pages. Second: create an immediate reason for the player to engage—a question, an expectation, an uncomfortable silence that needs to be filled. Third: leave space for the player to define how they enter the story, not just that they enter it.
In the Dave and Priyanka test, the intro was a few paragraphs: the situation (just married, alone for the first time), the setting (new house, quiet), and the hook (Priyanka sitting on the bed, Dave appearing in the doorway). That’s it. Everything else came from the interaction itself.
- Thematic Mirroring
The strongest character pairings share a wound but express it differently.
Dave emotionally neglected himself for forty years. Priyanka was emotionally neglected by someone else. Same wound, different scar. When these two recognise that in each other—not through explanation but through a look, a silence, a reaction—that’s when the story truly begins.
When designing character pairings, ask: what pain do they share? How did it shape them differently? And what happens when they finally see that mirror in each other?
———
Final thought: A good bot is not a story you’ve written. It’s a person you’ve built, placed in a room they can’t leave, with someone they haven’t met yet. Everything that happens after that is the story.
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