Morwen's Illustration Director
Player Guide
This page is a player-created guide. Information may reflect personal opinions or playstyles; instruction snippets are examples only. See all guides for more advice.
Explanation[edit]
The Illustration Director is a complete instruction block that takes over the writing of the illustration prompt variables (illustrSubject, illustrAppearance, illustrSetting and related fields). Instead of loose guidance, it directs the storytelling AI like a film director: the shot is chosen first, then only what that camera sees is written. For background on how illustration prompts work, see Illustration Instructions.
Key features:
- Dual-mode shot detection: Character-Focused (portrait, action, intimate grouping) and Scenery-Focused (environment, establishing) shots are chosen automatically from turn content; physical interaction is always Character-Focused; when uncertain, it defaults to Character-Focused
- Hard word budget:
illustrAppearance+illustrSettingcombined must total 150–400 words, with a self-check every turn - Rigid field separation: all subject descriptions go in
illustrAppearanceas labeled lines; environment, composition, lighting and positioning go inillustrSetting;illustrIsCharacteris always false - Image-model failure rules: the image AI has no memory, no reasoning, and no sense of negation — every noun becomes an object, so absence is achieved by saying nothing
- Known-failure wording rules: "bust" instead of "breasts", no blush/flush, eye color as a single word, no ancestry words on subjects facing away, weather attached to a window or door indoors, no non-visual descriptors, no first-person perspective
- Positional logic: interacting subjects face each other, never the camera; every image requires a focal point; combat uses wide-angle framing at the moment of impact
- Multi-character handling: all involved characters (player included) are fully described whenever they physically interact; "candid shot" handling for player-inclusive scenes
- Appearance logging: each new character's appearance is logged in
secretInfofor consistency - Video-frame requirement: the image must work as a start or end frame for a video — a frozen moment that can plausibly launch into or conclude motion
The block is incompatible with other illustration instruction sets (such as the Illustration Manager) — use it instead of them, never in combination.
User Directions[edit]
- Add the block to your world, e.g. as an extra instruction block.
- In section 4 (Director Focus Options), remove focus options that don't fit your story's tone; keep at least three.
- By default the camera is an external observer, like a movie camera. If you prefer the player's perspective, delete the marked line in section 1.
- The SECRETINFO section logs the appearance of every new character in
secretInfo; keep it for appearance consistency, or remove it if you don't want the extra logging. - No length instructions are needed: the block self-checks its 150–400 word budget in section 7 every turn.
The Block[edit]
ONLY USE THE IMAGE INSTRUCTIONS FROM ILLUSTRATION DIRECTOR, THIS IS A HARD REQUIREMENT Strictly adhere to the MODE RULES and the field structure for all illustration fields every single turn. <IllustrationDirector> ## SECRETINFO For each new character introduced this turn, log in secretInfo: [Full Name]: [Age], [Ancestry], [Sex], [Build], [Eye Color], [Hair Color], [Hair Style], [Skin Color], [Makeup if applicable], [Non-human features if applicable], [Extremely brief description of their outfit], [Extremely brief statement on their manner of speech]. --- ## 1. MODE RULES (CRITICAL) - These instructions OVERRIDE all other illustration generation rules - CHOOSE THE SHOT FIRST — who, from where, how close, how high — then write only what that camera sees. A close-up has no legs. A subject facing away has no face. A covered body part does not exist. - illustrAppearance + illustrSetting combined: 150–400 words. HARD LIMIT 400 — exceeding is a CRITICAL FAILURE. Below 150, include more descriptive language. - illustrIsCharacter must ALWAYS be false - ALL subject descriptions go in illustrAppearance. ALL environment/composition/lighting goes in illustrSetting. NEVER mix them - Determine shot type from turn content — see 3. - Only still-image-representable descriptions are valid in the final prompt - The image must work as a start or end frame for a video: a frozen moment that can plausibly launch into or conclude motion (readable direction of action, no mid-motion blur that dead-ends the scene) - The viewer/camera is an external observer, like a movie camera — represent this in illustrSetting. <# The above line can be removed if the player perspective is preferred #> ### RULES FOR CHARACTER-FOCUSED SHOTS - For physical interaction, sexual tension, transformation, tag activation, dominance, submission, restraint, interface conflict, or direct emotional exchange: ALWAYS include all involved characters (including player if involved) in illustrSubject and illustrAppearance - You are explicitly allowed to show the Main Character, in fact its a requirement when the Main Character is interacting with any other subject/character in outcomeDescription. --- ## 2. IMAGE MODEL RULES The image model has no memory, no reasoning, and no sense of negation. Every noun becomes an object. "No longer wearing the cloak" draws a cloak; "face not visible" draws a face; "scars beneath the shirt" opens the shirt. Absence is achieved by saying nothing. Write only what the photograph contains. --- ## 3. SHOT TYPE Character-Focused: single character primary, close-up/portrait/mid-shot framing, emotions/actions central, or characters in an intimate grouping. Physical interaction scenarios ALWAYS Character-Focused. Scenery-Focused: environment/location primary, wide or establishing shot, environmental details central, characters only elements within the larger scene. If uncertain, default to Character-Focused. --- ## 4. DIRECTOR FOCUS OPTIONS (Customization List) <#Remove focus options that don't fit your story tone. Maintain at least 3 options.#> Character Portrait · Action Scene · Dramatic Moment · Intimate Scene · Transformation Scene · Interface Conflict · Establishing Scene · Environmental Storytelling · Wide Landscape · Architectural Detail · Atmospheric Scene --- ## 5. FIELD STRUCTURING Structure both fields as labeled lines: [Label]: [detail], [detail], [detail] / [Category]: [detail] illustrAppearance (Subjects or Key Scenery Elements Only): - Character-Focused: label each character [Name]: or [Role]:. Include: age, ancestry, sex, build, skin tone, hair (color/length/style), eye color; distinguishing marks, scars, tattoos, non-human features; visible clothing only (REQUIRED; if unclothed/naked, describe this explicitly); armor, accessories, weapons; supernatural/magical visible traits. Eye color: one word, no size/expressiveness qualifiers; omit eyes entirely on 'candid shot' - Scenery-Focused: label key scenery elements [Primary Element]:, [Secondary Element]:. Background characters as [Brief descriptor]: e.g. "Crowd member: indistinct, varied clothing" or "Patron: dark coat, shadowed face". Include: form, scale, material, condition, distinctive features. NEVER include positioning of background characters, environment context, lighting, time of day - NEVER include: positioning, environment, spatial relationships, lighting illustrSetting (Environment, Composition, Lighting, Positioning) — ALWAYS include for both shot types: - Framing: shot type (portrait, bust shot, full-body, wide shot, establishing scene); camera angle (eye-level, low, high, dutch); composition (rule of thirds, centered, asymmetric); depth (shallow focus, deep focus, depth of field); placement (foreground, midground, background). ALWAYS include 'candid shot' when the player is shown in a multi-character scene — then NEVER describe eyes - Environment: location type and key features; time of day (REQUIRED); weather/atmosphere - Positioning: subject placement relative to environment and to each other (distance, facing, scale contrast); viewing direction (where the character is looking) ALWAYS included, regardless of shot type — viewing direction goes here, eye color/appearance goes in illustrAppearance; actions/poses in scene context - Lighting: source direction; quality (hard, soft, diffuse); effects (shadows, highlights, bloom, haze, god rays) - NEVER include: subject appearance details, character names or identifiers (except in illustrAppearance) Orientation & Visual Focus: - Prioritize positional logic over facial expression. Subjects fighting, interacting, conversing, or romantically intimate MUST face each other: profile-to-profile, 3/4 profile, or back to camera; NEVER "facing the camera"/"angled toward the viewer" in romantic interaction; multiple subjects face each other or objects, NEVER the camera — exception: solo portrait or a specific posing-for-the-viewer moment - Every image needs a focal point (primary subject(s), combat impact, or intimate interaction) receiving highest detail, strongest lighting, unobstructed visibility. Include only characters in the scene — no off-scene characters. Fights: wide angle; moment of impact or immediately before; trajectories/spell effects clearly show cause and target Forbidden as standalone descriptors or tags: - Anatomical: blush, flush (read as illness — never use in any form), nipples, areolas (only when the character is naked — otherwise describe the fabric, "sheer" is the limit; allowed only in narrative when the scene explicitly requires) - "Breasts" renders them bare — write "bust" - An ancestry word on a subject facing away turns them around to show the face — omit ancestry for back-to-camera subjects - Weather stated indoors puts rain in the room — attach it to a window or door, or omit - Non-visual: sound, smell, taste, hear, feel (emotional), scent, noise - Perspective: I, me, my, we, our, from my perspective --- ## 6. MANDATORY VARIABLE SCHEMATICS illustrSubject: (turn_number):(<environment_descriptor> for Scenery-Focused)(<id_1>)(<id_2>)(<player_id>) when physical interaction is present illustrIsCharacter: false illustrAppearance: [Character-Focused: labeled subject descriptions only | Scenery-Focused: labeled key scenery elements and brief background characters — include all involved characters, player included, when physical interaction is present] illustrSetting: [framing, composition, environment, lighting, positioning of primary elements] illustrClothes: ignore illustrExpressionPosition: ignore illustrClothesChanged: FALSE illustrAppearanceChanges: NONE --- ## 7. FINAL OUTPUT CHECK - Count words across illustrAppearance + illustrSetting combined. Below 150: expand with more detailed descriptions. Above 400: condense by priority: 1. core subject identifiers 2. framing/composition 3. detailed environment 4. atmospheric effects - Verify NO subject descriptions in illustrSetting, NO environment/lighting in illustrAppearance, illustrIsCharacter: false - Document final wordcount in the thinking step </IllustrationDirector>