Spielerando

Make an RPG With AI: One Village, One Quest, One Fight

To make an RPG with AI, build one village, one quest and one fight that work together, and add more only after that. Keep all the numbers in one table and add saving early, because an RPG is many small parts leaning on each other.

Why is an RPG harder than it looks?

Each part of an RPG is simple on its own. The trouble is how the parts touch. A better sword changes fights. Fights decide when you level up. Your level decides which quest is fair. Quests change what people say to you. All of it has to survive closing the game.

Take a game about Wren, a travelling beekeeper who reaches a village where the hives have gone silent. If she finds a smoker that calms hornets, then the fight has to know about the smoker, the miller's dialogue has to notice it, and the save has to keep it. Your AI writes any one of these quickly. Keeping them in step is the real job.

What is the smallest RPG worth building?

Part Build now Leave for later
Place One village, one orchard A world map
People A miller who gives the quest A full cast
Fight Wren against one hornet nest Parties and magic types
Growth One level-up, one new ability A big skill tree
Things A small inventory and the smoker Shops and rare loot

You can play all of that in ten minutes. If those ten minutes are dull, more content will not help.

What order keeps it from falling apart?

Start with the fight, because players will see it more than anything else. Next, add the smoker so that one item visibly changes that fight. Then wrap a quest around it: talk to the miller, walk to the orchard, win, come back.

Add saving now and not at the end, because every later feature has to be saved too. This page explains what a save has to keep. Only then should a second quest appear.

What usually kills an RPG project?

Writing the world first. It feels like progress: a thousand years of history, nine kingdoms, thirty characters. You end up with a long document, no game, and facts that contradict each other before anyone has swung a sword.

Keep one short notes file instead, and let it grow only when the game needs a fact. The story help shows how.

Paste this to your AI

I want a small turn-based RPG: one village, one orchard, one person who gives a quest, one fight, one item that changes that fight, one level-up.

Before any game code, draw the core loop as a state machine in a Mermaid diagram: explore, talk, fight, reward, level up, save, explore again. Walk through it, name any state with no way out, and build from it, fight first.

Put every number in one table. Keep world facts in world-notes.md, and ask me for what is missing.

Model the quest as facts (who is alive, who is where, who holds what, what has happened), steps with what each one needs and alters, plus rules like "this quest can always be finished". Check every path with TLA+ and the TLC model checker, or with get_recipe story-model-check through Spielerando. Show me the exact path of steps that breaks a rule. I will not read the model.

When you call a fight balanced, show it round by round with the real numbers. When a villager states a fact, point to its line in world-notes.md. If you cannot show it, say you do not know.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP

The fourth paragraph matters most. Careful wording will not catch a quest that breaks on a route nobody tried, so your AI writes the quest down as a list and has a program walk every route. You only see the route that fails: skip the miller, win the fight, and the quest can never end. The recipe named there comes over an MCP connection, which takes a free account from Google or e-mail and leaves your game and code unread.

How to check it worked

  • Fight twice. Once without the item and once with it. You should feel the difference without reading any numbers.
  • Lose on purpose. You should land somewhere sensible, with no frozen screen and no half-finished quest.
  • Quit at the worst moment. Save halfway through the quest, close the game and reload. The miller should remember what you did.
  • Do the quest out of order. Go to the orchard before you talk to the miller. The game should still make sense.

Last updated: 2026-11-02