SillyTavern Adaptations

Featuring:


About

Welcome to SillyTavern Adaptations. Let's define what this project is and what it isn't.

What it is:

  • This is a set of tools I've made to experience tabletop games I never will never get to play in real life.
  • An attempt to make AI storytelling work within confinements of game systems.
  • To put it simply: this is the AI Dungeon Master/AI Game Master that does its best to follow the rules and use maps. Those are still text prediction models. Take everything AI says with a grain of salt, it's still powered by LLMs and every known flaw of theirs still translates to the game. Expect some handholding and editing on your end.
  • What you see was made possible thanks to Google Gemini 2.5 Pro and Google AI studio. If you're using these adaptations, you should consider using it as well.
  • Everything here was made using the frontend SillyTavern and its simplest tools: Character Cards, Chat Completion Preset (CCP), UI Themes, and most importantly: Lorebooks. So far no extensions are being utilized at all.
  • This will guarantee the project's compatibility with all future AI models as long as SillyTavern or its successors keep the Lorebook feature.
  • You can more or less perfectly simulate the tabletop experience in most languages.
  • You can faithfully experience the published adventure modules.
  • Playing premade scenarios is preferable over experimenting yourself.
  • Adventure modules feature a system of Meta-Equipment, Meta-Navigation, Meta-Relationships, Meta-Continuum and Meta-Scenario World Info entries that will make your Referee present you the adventure just like a real world Referee would, and it will keep you on the intended track. All the rooms inside the dungeons you will explore in adventure modules were manually handcrafted and they exist in a mapped out world.
  • This is a stylistic choice. LLMs don't need chatbots to referee games. Lorebooks on the other hand are quite useful.

What it isn't:

  • A simulation. It's a simulacrum.
  • It isn't perfect.
  • It isn't substitute for your human GM. (But it is the next best thing.)
  • SillyTavern simply wasn't made with RPG systems in mind. This is not how normal people botmake. I am using the program outside of its intents and purposes simply because it was the best tool at my disposal.
  • This isn't result of attaching TTRPG rulebooks to ChatGPT. Each World Info entry that comes from a rulebook has been rewritten in instructive manner for the reader (AI model) to interpret like a tabletop game referee.
  • This is not a model nor a LoRA. Everything you see is made possible by prompting and utilizing Lorebooks, the same technology that existed since AI Dungeon 2 back in 2019. It's just that modern models such as Gemini are so powerful they can utilize these absurdly large Lorebooks. Keep in mind that LLM doesn't have 100% of the Lorebooks' entries on its mind all the time, it takes some warming up for everything to load.
  • Your AI may still be wrong occasionally. You may need to manually edit things or regenerate some responses. AI isn't perfect.
  • Open world capabilities will always be limited by the AI model you're using. Free roam and talking to unnamed NPCs will make you depend on your model to make sense of the situations. The more you stray away from the official content, the more improvised (generic) the world will get.
  • This isn't Roll20. You can do whatever you wish. You can combine (un)related Lorebooks, characters, monsters... Go homebrew! Run adventures in other systems. Run them without a system. Turn story NPCs into Character Cards. You are only limited by your imagination.
  • It isn't unique. Six months into this project, AI DM platforms are popping up left and right. Go check them out. The unique thing here is that you can play with published systems (many of which aren't popular at all), published adventures, using popular chatbotting frontends, free of charge.
  • TTRPGs are the starting point of the project. They represent a challenge both for me and the LLM, but they are not the final frontier of chatbotting. AI GM doesn't need tabletop rules to tell scripted stories. Tabletops add structure for challenging the user. Rolling dice is fun. Tabletop systems come with their mystique, you want to take part in the very specialized and niche hobby you're likely locked out of by not being born in specific time and place when they were accessible.
  • Limited to tabletops: any literary form can be adapted into Lorebooks for chatbotting purposes. Novels, plays, movie scenarios, comics, and who knows what else can be adapted just as well. And yes, you can put tabletop rules on top of that. AI will always try to cooperate. In the end, you're playing make believe with a make believe companion.

AI Tabletop Gaming in Post-Gemini Era

As we all know, playing tabletops using AI is requires powerful corporate models.
Google AI Studio has been a reliable and free provider that made all of this possible. Unfortunately for us power users, Google has decided to direct their resources elsewhere, and is now determined to make this little hobby impossible. Such is the struggle of relying on goodwill of other people. You either cope or rope. I will now tell you how I cope at the moment.
For better or for worse, I've found some controversial alternatives for the time being. Most of you will not like them, and I do not blame you. This is the perfect time to stop if submitting to more corps goes against your ideals.
First things first, bad news: Google AI Studio has retired the vectorization model Text-embedding-004. ST Adaptations' lorebooks don't work without embeddings.
Go to Extensions → Vector Storage → Vectorization Source → Google AI Studio → Switch to Gemini-embedding-001.
Bad news: it gets capped relatively quickly. It will eventually stop working after exchanging messages.
The alternative is to create a MistralAI account (Warning - requires your phone number!).
Register a Mistral AI account. Go to https://console.mistral.ai/home?workspace_dialog=apiKeys and Create New Key. Write that key down somewhere and copy paste it to SillyTavern's API Connections → Change Chat Completion Source to Mistral AI → MistralAI API Key → paste the API Key → Connect → Test Message → green dot saying Valid should appear.
In Extensions → Vectorization Source change Google AI Studio to Mistral. That's it. Lorebooks will work again.
Similar to Mistral AI, make accounts on OpenRouter and Electron Hub. Copy paste API keys into the Connection Profile and you'll be able to use free models.
OpenRouter offers some 40 replies per day, much more if you spew out some cash into your account (Warning - requires doxxing yourself or paying with crypto!)
ElectronHub offers 10 replies per day no questions asked or up to +40, +100, +150 +30, +60, +100 replies for doing a humiliation ritual up to 3x a day.
Google AI Studio's 2.5 Flash and 3.0 Flash Preview are still perfectly legitimate options. It's just that embedding/vectorization will go haywire sooner or later.
None of these models provide nearly as much context size as Gemini. Coming from Gemini 2.5 Pro to this model hopping feels like switching from coke to jenkem. In the early days of Adaptations you needed 100k just to get going, but that's old news. Using anything I've adapted past September will be okay. Newer adaptations are much less wasteful.
The following is the list of LLMs I use:
OpenRouter::
Z.ai: GLM 4.5 Air (free) 131072 ctx - Pretty smart, decent default model.
Upstage: Solar Pro 3 (free) 128000 ctx - Overthinking model, not for everyday use, use it to spice things up.
Arcee AI: Trinity Large Preview (free) 131000 ctx - Not capable of thinking, don't use it for combat encounters.
TNG: DeepSeek R1T2 Chimera (free) 163840 ctx - Very schizo model, use only for introducing some chaos to the chat.
ElectronHub:: Severely nerfed, introduced long queues. Once you get a notification saying your number in the queue, wait for the notification to pass and then resend or swipe the message. There are days when you'll only be able to get responses by resending messages like this.
ZhipuAI: GLM 4.7 (free) 64000 ctx - Low context, pretty smart model, good for use in the beginning of the chat, then you'll have to switch models because the context gets filled.
ZhipuAI: GLM 4.6 (free) 64000 ctx - Same as above.
Anthropic: Claude Haiku 4.5 (free) 32000 ctx - Very powerful model with minuscule context size, use it early in your chats. Keeps its own replies count, use it very sparingly.
DeepSeek: DeepSeek V3.1 (free) 64000 ctx - Pretty dry, but reliable model. No thinking. Don't use for important things.
DeepSeek: R1 0528 (free) 64000 ctx - Schizo model useful only for spicing up dialogues. Glitchy thinking, you need to manually clean up every reply.
OpenAI: GPT-5 Mini (free) 64000 ctx - Only useful for its ability to receive images.
Google: Gemini 2.5 Flash (free) 32000 ctx - Same as above, use it when your normal Gemini gets capped.

tl;dr - Start model hopping. Look for free models with large context and thinking/reasoning. Expect frequent overloaded servers from all gratis providers since the 2 week special operation started.

Installation Guide

  1. Check out much better SillyTavern guides than mine such as: onrms, sukino, RAGs
    Keep in mind that using popular Chat Completion Presets such as MarinaraSpaghetti, Ashuotaku, JB Writing Style is perfectly fine. The World Info/Lorebooks are the only essential resource made by me.
    I use Gemini to play and create lorebooks. Consult the guides to learn how to set it up.
  2. Install SillyTavern
  3. Download the files from MEGA:
    System-Agnostic Game Master preset and character card are the only ones actively supported by me at this point. The others are there just for archival purposes.
  4. Open SillyTavern, start importing:
    Chat Completion Preset::

    Click AI Response Configuration (icon with three sliders).
    Click Import Preset (icon representing document with an arrow pointing at it).
    Select the .json file, preset from the system you wish to import.

    Character Card::

    Click Character Management (icon looks like ID card)
    Click Import Character From File (icon representing document with an arrow pointing at it).
    Select .png from Character Card folder.

    UI Theme::

    Click User Settings (icon looks like a man with a cogwheel)
    Import a theme file (icon representing document with an arrow pointing at it).
    Select .json from UI Theme folder

    Background::

    Some systems have a custom background image. This is how you can import them:
    Click on Change Background Image (icon looks like a photo of a mountain)
    Click on the huge + icon
    Select the background image from the UI Theme folder

    Quick Reply Sets::

    Quick reply is a handy ST extension which allows you to make buttons for quick commands. I've made buttons for making the AI think of some use for your character's attributes when you feel stuck.
    Click on Extensions (icon looks like building blocks)
    Make sure these options are checked: Enable Quick Replies, Combine Quick Replies, Show Popout Button (On Desktop)
    Click Quick Reply drop down menu
    Click on Import quick reply set button (icon representing document with an arrow pointing at it), import .json from the Quick Reply Set folder
    Click on Add quick reply set button (+ icon) right next to Global Quick Reply Sets
    Check the Show buttons mark, uncheck when you want to load another Quick Reply Set

    Vector Storage::

    Click on Extensions (icon looks like building blocks)
    Click on Vector Storage drop down menu
    Make sure the following is selected: Vectorization Source: Google AI Studio, Vectorization Model: embedding-001
    Check Include in World info Scanning
    Check Enable for World Info
    Check Enabled for all entries

    Lorebooks::

    Click on World Info (icon looks like a book)
    Click on Import World Info (icon representing document with an arrow pointing at it).
    Select the .json files from the World Info folder.

  5. Change Global World Info/Lorebook activation settings to: Scan Depth = 0, Budget Cap = 0, Max Depth = 0, Context% = 25, Min Activations = 0, Max Recursion Steps = 0, enable the following: Include Names, Recursive Scan, Match Whole Words, Alert on Overflow, change Insertion Strategy to: Global Lore First

  6. Activate the lorebooks you wish to play with.

Character Creation

Each tabletop game needs a player character defined by a character sheet. It is the first thing you should do once you boot the tabletop session.
Here are methods you can create a character.

Quickest Way

Tell the Referee something like:

Generate me a character sheet using stats you deem the most useful.

And add some details such as:

Name my character 'Anon', he is a male Human Fighter who fights with longswords.

DIY Way

Tell the Referee you'll roll for your own stats and go step by step.

I want you to guide me through character creation in full detail. Tell me what I need to roll for.

This may take several steps to finish, but your character will be more unique. To roll yourself, type something like 'roll 3d6' in your browser's search bar then report the result to the Referee or roll the dice in real life if you have any.

Copycat Way

Tell the Referee you want a character just like some already existing popular character.

Generate a character sheet for a character just like {Drizzt Do'Urden/Patrick Bateman/Sonichu}

Hairdresser Way

Tell the Referee you want a character based on the image you'll send. Click on 'Extensions' (magic wand icon) then 'Attach a File' (clip icon), then send the image together with a message like this:

I want you to generate a character with a character card inspired by the image I'm sending you.

Persona

Finally, you'll want to create a Persona for your character so you may use it in future games.
Edit (pencil icon) the reply with the character sheet and copy-paste it inside your Persona in Persona Manager, Create screen.
Now your character will become reusable. If you want to play that character in another tabletop RPG system, simply load the new system and its lorebooks, then tell it to rework your character into this system.

I want you to rework my character to the current tabletop system.
My character is a Dungeons and Dragons character and I want you to adapt him into a RuneQuest Classic character.

...And always tell your Referee to double-check (triple-check even) if the information from the character sheet is correct. The first sheet it gives you is almost certainly inaccurrate. This is an innate LLM problem and cannot be patched out at the moment.


Fun things to do with AI

  • Relax, nobody's watching you. It's okay to do whatever you wish.
  • Tell the AI you want to roll your own dice, so either roll using an app or even better: your physical dice. The game will feel more intense, the way it's meant to be played.
  • Create custom player characters!
    • Tell the AI to turn your Persona into a playable character with a character sheet.
    • Try out those gimmick characters you wouldn't dare playing in a real campaign.
    • Tell the AI you want to play as a random mob from the dungeon.
    • Or play as the BBEG!
    • Dare to play an evil character, you might be surprised evil is more than murderhoboing.
    • Give up on your quest and embrace the simple life.
  • Create custom companions!
    • Make a lorebook for your companion characters.
    • You can reuse your player character to act as a companion later.
    • Or you can tell the AI to adapt an established character. Why not bring Tony Soprano or Bree Van de Kamp with you on your next adventure?
    • Copy the character sheet of the character you'd love to carry over to another game into a WI entry.
  • Play the adventure modules.
    • Or try free roaming.
  • Can't decide what to play?
    • Read the 0: Readme WI entries for non-spoilerish adventure trailers and sourcebook overviews.
  • Stuck?
    • Take a peak at the lorebook. Meta-entries can serve as a walkthrough if you don't care about spoilers.
  • Test your own adventures before you run them with real players.
    • Attach and send them to the chatbot or just RAGs it.
    • You can even enable Web Search and send links to YouTube videos of people playing, borrow their ideas.
  • Advance your player characters.
    • Play the game in order to gain experience, gear, and money.
    • Update your character sheet to reflect your progress. You can bring those over to future chats.
  • Edit the lorebooks to suit your needs!
    • Don't want to play the main quest? Disable the Meta-Scenario:/Adventure:/Module:/Hook: and Event: world info entries.
    • You want to carry over the consequences of your actions to some future playthrough? Write down the changes in the relevant entries.
    • Hate the rules? Disable or rewrite them.
    • Add your homebrew rules.
  • Make your own lorebook in order to keep track of your favorite NPCs, locations and lore. You can bring them over to any future game.
  • Game is too hard or easy?
    • Just order the AI to make the game easier or harder. See if it listens.
  • Bored? Cheat.
    • Order the AI to enable God mode.
    • Give yourself infinite money, health, and unlimited ammo.
    • Fly, teleport, shapeshift, become invisible, turn everyone into clowns.
    • Try finding every way possible to break the game.
  • Once again: relax, AI is only as fun as you believe it to be. Taking it too seriously will only leave you hurt and disappointed.

Tabletop RPG Systems

Cthulhu

“That is not dead which can eternal lie,
And with strange aeons even death may die.”

Call of Cthulhu 7th Edition

It's common knowledge the AI is incapable of doing mysteries or horror. This empty phrase has been spammed since the AID2 days. Fortunately, real people came up with great scenarios you're about to play here. If you have no idea what to play, and you want some AI roleplaying, just take one of many CoC adventures and have a good time. Most of them come with premade investigators (characters) to play, so just select one of them in the beginning of the adventure and play.
This is got to be of the simplest game systems in the world. Roll the d100 and the lower number you get, the better (regular, hard and extreme success based on your skill points). You have health and sanity points, you're doomed if they fall to 0 or really low.
It's meant to be played in 1920s, but tons of cool adventure modules override this and are set in different eras such as modernity or historical settings. From my POV, CoC adventures are by far the fastest and most fun to adapt and play. They're quick, straightforward and easy to get into.
AI GM does not like long intros in CoC. You've been warned. Go read the 0: Readme because he'll drop you straight in medias res.

Lorebook Content Description
CoC 7e - Core Investigator Handbook
Keeper Rulebook
Essential CoC books required to play the system. Includes 2 1920s scenarios: Amidst the Ancient Trees and Crimson Letters.
CoC 7e - Adventure - Strange Aeons I & II Strange Aeons
Strange Aeons II
Originally for 5e, 6e. Converted to 7e with AI Studio. This lorebook contains an anthology, (think Live A Live video game) 12 incredible scenarios spanning across (pre)history. You'll play as Ancient Romans and Greeks, Chinese, Middle Englishmen, samurai, astronauts and even neanderthals. A Hard Road to Travel, Blood Moon, Cursed Be the City, Garden of Earthly Delights, Master Wu's Marriage, The Iron-Banded Box, The King of Shreds and Patches, They Did Not Think It Too Many, Three Days of Peace, Music, and Tentacle Love, Time After Time, To Hell or Connaught.
CoC 7e - Adventure - Canyon of the Snow Cairns Canyon of the Snow Cairns Prehistoric horror. You play as a tribe of migratory hunter/gatherer H. Sapiens 30k years ago.
CoC 7e - Adventure - We Are All Savages We Are All Savages Set in New York upstate frontier in 1760. British forces have established presence in Fort Niagara on Lake Ontario and now they have to fend themselves in supernaturally hostile environment.
CoC 7e - Adventure - Reign of Terror Reign of Terror Adventure set in 1789 and 1794, experience the French Revolution with an eldritch twist.
CoC 7e - Adventure - Full Fathom Five Full Fathom Five Set in 1847. You and your crew are whaling in Pacific. What could possibly go wrong?
CoC 7e - Adventure - Taming the Waterwolf Taming the Waterwolf 1840s Netherlands, you need to stop the sabotage of a waterway.
CoC 7e - Adventure - The Haunting Call of Cthulhu Quick-Start Rules The classic introductory scenario for newly-fledged Keepers of Arcane Lore.
CoC 7e - Adventure - Keeper's Screen Call of Cthulhu Keeper Screen Pack Contains 2 1920s scenarios: Blackwater Creek, Missed Dues.
CoC 7e - Adventure - Starter Set Starter Set Book One
Starter Set Book Three
Contains 4 1920s scenarios: Alone Against the Flames, Dead Man Stomp, Edge of Darkness, Paper Chase.
CoC 7e - Adventure - Gateways To Terror Gateways To Terror Anthology of short, noob-friendly 1920s scenarios: The Dead Boarder, The Necropolis, What's in the Cellar?.
CoC 7e - Adventure - Flesh Wounds Flesh Wounds Miskatonic University academics' spring break of 1927 is about to get interesting thanks to the re-animator.
CoC 7e - Adventure - Cold Harvest Cold Harvest It's 1937. There's minor trouble in some kolkhoz and your squad of NKVD troubleshooters needs to fix it in 5 days or else comrade Beria will come and make you and your etire chain of command disappear. At least be thankful he's already swiped Yagoda, that guy would have locked you in his private basement.
CoC 7e - Adventure - Carnival of Madness Carnival of Madness Set in 1970, the characters find themselves in a cursed circus. Closest thing CoC scenario can get to Bad Day on the Midway game.
CoC 7e - Adventure - Highway of Blood Highway of Blood Take the driver's seat in this 1975 grindhouse horror scenario set in the middle of nowhere in Texas.
CoC 7e - Adventure - Pop Goes the Weasel Pop Goes the Weasel Miskatonic University in 1978 is something like MIT. The students must deal with a new kind of virus.
CoC 7e - Adventure - Dark Side of the Moon Dark Side of the Moon A retrofuturistic scenario set in 1970s, but in space.
CoC 7e - Adventure - the Dare the Dare Young 1980s kid, don't you dare go to that haunted house on Halloween night!
CoC 7e - Adventure - the Sutra of Pale Leaves the Sutra of Pale Leaves: Twin Suns Rising
the Sutra of Pale Leaves: Carcosa Manifest
Yakuza 0 of Call of Cthulhu. A campaign that spans over 1986-1990. Overcome the supernatural threats haunting discos, cabaret clubs, studios, idols. Deal with those swell yakuza, cults and the police getting in your way. Witness the height of the economic bubble, but don't let the reality pop like the Japanese economy inevitably will by the end.
CoC 7e - Adventure - Grace Under Pressure Grace Under Pressure A 1996 scenario set in a submarine deep underwater off the shore of Australia.
CoC 7e - Adventure - Mountains of Madness Summit of Deities Mountains of Madness: Summit of Deities The famous Japanese scenario set around 2018. It follows a group of mountain climbers trying to conquet the newly discovered highest mountain range in the world somewhere in Antarctica.
CoC 7e - Adventure - Viral Viral You play as a group of livestreamers who go ghost hunting on an Italian island. This clickbaity 2022 stream is about to go poggers!
CoC 7e - Adventure - Inversion Inversion Set in distant past of 2024. Find out how badly things go once a group of livestreaming millennials decide to record Area 52 for teh lulz!
CoC 7e - Adventure - My Little Sister Wants You to Suffer My Little Sister Wants You To Suffer Short and sweet futuristic scenario set 20 years in the future. Will you manage to escape the space lab in time?

Pulp Cthulhu

This is the alternative rules system derived from CoC 7e. The game is mostly the same except here the investigators are called heroes. They have twice the health, and can match the monsters in combat. The default timeline in Pulp Cthulhu are the 1930s.
If CoC 7e is survival horror, then Pulp is an action adventure. By all means you can run the CoC 7e adventures with this system if you want to kick some ass. In fact this system is recommended for long campaigns where you don't want your PC to die easily.

Lorebook Content Description
Pulp Cthulhu - Core Pulp Cthulhu The core lorebook needed to play Pulp Cthulhu system. Includes the following 1930s scenarios: A Slow Boat to China, Pandora's Box, The Disintegrator, Waiting for the Hurricane
Pulp Cthulhu - Adventure - A Time to Harvest A Time to Harvest A Miskatonic University field trip to Vermont hills for a study of folklore and mineralogy set in 1930.
Pulp Cthulhu - Adventure - Blood Orgy on Vampire Island Blood Orgy on Vampire Island Not nearly as edgy as the title implies. Set on a yacht in 1931.
Pulp Cthulhu - Adventure - The Two-Headed Serpent The Two-Headed Serpent Campaign that takes you all across the 1933 world. Deal with monsters, diseases and dungeons.
Pulp Cthulhu - Adventure - A Cold Fire Within A Cold Fire Within Set in 1935, this missing person case will take you on a journey across aeons.

Delta Green

A spin-off of Call of Cthulhu 6th Edition focused on Delta Green, a clandestine government agency dedicated to stopping the public from realizing we live in cthulhuverse.
Delta Green was formed during the raid on Innsmouth in 1928, formally disbanded after 1970 Cambodia incident, so MAJESTIC-12 agency took their place. Depending on the timeline you play in Delta Greens are either rogue agents, the Cowboys or back in legitimate action in 2010s.
More True Detective than X-Files. You play as a government worker who witnessed something during character creation, so Delta Green gave you an offer you couldn't refuse. Welcome to Delta Green. Now you glow.

Lorebook Content Description
Delta Green - Core Agent's Handbook
Handler's Guide
The Complex
Essential Delta Green lorebook that enables you to play the game. Contains two operations (adventures): Last Things Last and Operation FULMINATE.
Delta Green - Supplements The Conspiracy
The Labyrinth
Evidence Kit: The Labyrinth
ARCHINT
Compilation of various supplemental material. Really useful if you want to play a free roam game set in the 1990s instead of 2010s. Includes operations across several decades: Agent Renko, New Life Fertility, The Center for the Missing Child, The Dream Syndicate, The Lonely, The Prana Sodality, The Sowers, The Witness Alliance. Further elaboration in 0: Readme WI entry.
Delta Green - Adventure - Gold Top 1971 Gold Top 1971 Set in groovy 1970s England. You play as PISCES agents saving the realm from unknown threats.
Delta Green - Adventure - Impossible Landscapes Impossible Landscapes A massive Delta Green campaign spanning from 1995 to 2015. Feels more like Kult than Delta Green.
Delta Green - Adventure - PX Poker Night PX Poker Night Set in Nebraska, August 1998. Delta Green is about to clash with MAJESTIC. Can your operatives survive the longest night of their lives?
Delta Green - Adventure - Jack Frost Jack Frost Set in Alabama, Christmas season of 1998. This time you play as several teams of MAJESTIC operatives trying to contain-ho an anomaly.
Delta Green - Adventure - the Good Life the Good Life This operation teaches you there are worse things than eldritch horror. There are no premade characters in this one.
Delta Green - Adventure - Ex Oblivione Ex Oblivione Operation that goes south. You need to make a tactical retreat in order to repel waves of enemies. There are no premade aganets in this one. Make your own.
Delta Green - Adventure - Kali Ghati Kali Ghati Set during the late stage of War in Afghanistan. Delta Greens need to rescue one of their own from the combat zone.
Delta Green - Adventure - Iconoclasts Iconoclasts In 2016, a sleeper cell of Islamic State terrorists raids a mansion in Mosul hiding a trove of sacral objects from antiquity.
Delta Green - Adventure - the Star Chamber the Star Chamber Set in May and July 2016. You are debriefing a Delta Green squad after an operation in Myanmar. Features multiple perspectives on the same story.
Delta Green - Adventure - Meridian Meridian Set in Joplin, MO in 2018. Unbelievably missed opportunity to feature Butterfly People of Joplin. Instead you get to save some homeless shelter. Fortunately the Agnostic Game Master Chat Completion Preset comes with the Scenario prompt that will let you make a custom scenario using this lorebook that will do the Butterfly People some justice. Just turn off the Meta-Scenario: entry in the lorebook first.

Cyberpunk

The reason this entire little project got started. A delightfully simple system with insane amount of character customization. Its creator, Maximum Mike, probably saw Streets of Fire, Blade Runner, Bubblegum Crisis and Megazone 23, decided it would make for a good setting. Decades later it spawned one of the most controversial video games in history whose backstory was much more aesthetically pleasing and interesting than the main game. I just had to play it but my table wasn't interested, so I've decided to use the LLMs to play with. None of this would be possible without Cyberpunk.
This is very much an 80s game straight out of West Coast and it shows. I think the greatest novelty it brings is its inspiration by anime and manga. What if Pax Americana never happened? The setting offers this ignorant America-centric view of the world despite EEC and Japan lowering America's score to third place in the world leaderboards. There's no more oil, only CHOOM2, most corpos in America are actually European or Japanese. Alternate future played out in a funny way with China falling into another civil war, MENA getting glassed by atomic war, EU becoming the greatest economic power powered not by euro, but by eurodollar. Japan is this extremely traditionalist society, America is incredibly decadent. USSR still stands thanks to SovOil corp. Soldiers prefer fighting in mechas or power armors in hot wars in Central and South America. IRA is still a serious threat and so on. There's no Wi-Fi, only dial-up, keep your landlines safe. Forget about the flying cars, you have those, but maglev hyperloop is the best way to go cross-country. Planes are wasteful and expensive, go take a Zeppelin!
When making characters, keep in mind edgerunners even on low levels are kind of supermen, the average stat is 6, meaning 1d10+6 on anything you do, and your opponents will be just as good, usually better. Don't get carried away by minmaxing in this game because just because you're bether than some civvies doesn't mean you'll stand a chance against enemy Solos.

Cyberpunk 2020

Lorebook Content Description
CP2020 - Core Core Rulebook
Listen Up, You Primitive Screwheads!!!!
Master Skill Guide
Reference Book v.5
Essential lorebook for playing anything Cyberpunk 2020-related. Master Skill Guide and Reference Book v.5 are fanmade index compilations of everything mechanical you can find in the published material, therefore AI GM will be ready for anything.
CP2020 - Gear Blackhand's Street Weapons
Chromebook 1 & 2
Chromebook 3 & 4
Maximum Metal
Essential lorebook for those who want to chrome up. Includes insane amount of items, cyberware, mechas, full 'borgs, exotics (furries and otherkin) and much more. Use this if you want morre than standard gear from the core book.
CP2020 - Roles Live & Direct
Protect & Serve
Rache Bartmoss' Brainware Blowout
Rache Bartmoss' Guide to the Net
Rockerboy
Solo of Fortune #1
Solo of Fortune #2
Wild Side
Very useful lorebook to have. All you need to play the official roles in great detail. Media, Cop, Netrunner, Rockerboy, Solo. Use CP2020 - Asia if you want to play a Corporate and CP2020 - America if you want to play a Nomad. Combining those with other lorebooks made sense because they have more to do with geography and demographics than gear or mechanics.
CP2020 - Night City Edgerunners Inc.
Night City Sourcebook
Tales from the Forlorn Hope
If you're going to play in Night City, use this. Fully fleshed out NC, dozens of premade edgerunners to work with or against. Comes with dozens of side quests to do.
CP2020 - America Home of the Brave
Land of the Free
Neo-Tribes
All you need to venture outside of Night City and into the States. All states covered, hundreds of official characters. Includes the classic campaign Land of the Free taking you from coast to coast.
CP2020 - Europe EuroSource
EuroSource Plus
Eurotour
Rough Guide to the UK
If you want to play the EuroStyle campaign, use this. Experience the cyberpunk Europe, all places are covered and populated, especially the UK. Includes the classic campaign Eurotour where you'll take a washed up rockstar on a tour across the Old Continent.
CP2020 - Asia Corporation Report 2020 #1
Corporation Report 2020 #2
Corporation Report 2020 #3
Pacific Rim
Are you ready to face the Saka on its own turf? All the places and people covered in the lore, plus the corpo reports covering wider world of corporate politics, giving you something to work with in USSR, China, Korea, Japan and the rest. Load this one if you want to visit Asia or play a corporate-focused game. Trust me, it made sense to put Corporation Reports and Pacific Rim together.
CP2020 - Space Deep Space
Near Orbit
Cyberpunk adventures in the final frontier. Go make your girlfriend's dream come true and go on vacation on the Crystal Palace, Moon, Mars or anywhere in between. Features detailed mechanics on survival in space. Think twice before shooting. One of the rare CP2020 books Maximum Mike actually wrote, and he obviously did a lot of scientific research to make space cyberpunk make sense, mixing the rule of cool with real life logic.

Dungeons & Dragons

Advanced Dungeons & Dragons 2nd Edition

Core

These are the core lorebooks for the game. You may use them in combination with any other setting in this edition.

Lorebook Content Description
AD&D 2e - Core PHB
DMG
MM
Tome of Magic
Arms & Equipment
All the rulebooks needed for complete 2e experience. Always load this one.
AD&D 2e - Classes Complete X's Handbook:
Fighter
Thief
Priest
Wizard
Psionic
Barbarian
Bard
Druid
Ninja
Paladin
Ranger
Expanded 2e classes, essential if you don't want to be stuck with the default ones.
AD&D 2e - Races Complete Book of X:
>Elves
>Humanoids
>Dwarves
>Gnomes & Halflings
Expanded 2e races, includes extra subraces for established races and brings dozens of more for your special snowflake needs! Note: Aasimar, Bariaur, Genasi, Githzerai, Modron, and Tiefling are in AD&D 2e - Planescape - Core!

Forgotten Realms

The most popular setting for D&D after TSR ditched Gary Gygax and Greyhawk. Forgotten Realms by Ed Greenwood is one of those classic settings the author has been working on since the 1960s like Greg Stafford with Glorantha, except FR is way more kitchensink with too many novels to read in a single lifetime. It used to be pretty good before all the focus shifted to Sword Coast region. I think you will find it easy to RP here since the setting has been featured in many video games, comics, novels and fantasy art.

Lorebook Content Description
AD&D 2e - Forgotten Realms - Core Forgotten Realms Boxed Set
Player's Guide
Elminster's Ecologies
Faiths & Avatars
Volo's Guide to All things Magical
Heroes' Lorebook
Villains' Lorebook
Forgotten Realms essentials, covers tons of general stuff about the realms, key NPCs from the world who can become powerful allies or enemies, general map overview, heaps of magical artifacts. Includes very detailed villlage of Shadowdale, the generic starting point of countless FR adventures.
AD&D 2e - Forgotten Realms - Ravens Bluff Gateway to Ravens Bluff
Inside Ravens Bluff the Living City
Port of Ravens Bluff
The City of Ravens Bluff
Ravens Bluff is one of those rare detailed cities away from the Sword Coast, it's entirely designed by the 2e players, so basically every NPC is a retired adventurer. Strong sword & sorcery elements, the city is run by the plutocrats. Great starting point for adventures on the Sea of the Fallen Stars.
AD&D 2e - Forgotten Realms - Underdark The Drow of the Underdark
Menzoberranzan
Drizzt Do'Urden's Guide to the Underdark
The realm of the Drow, fully fleshed out. If you want to go there, you didn't listen to Drizzt's warnings. You get the entire Menzoberranzan to explore. Help the Priestesses of Lolth find new and creative ways to TPK you.
AD&D 2e - Forgotten Realms - Waterdeep Waterdeep and the North
City System
Volo's Guide to Waterdeep
City of Splendors
Visit the arguably the most popular city in Forgotten Realms. Fully populated, mapped out and fleshed out. There is no better place in Faerûn for urban crime campaigns.
AD&D 2e - Forgotten Realms - Undermountain Ruins of Undermountain
Ruins of Undermountain II: The Deep Levels
Skullport
Go explore the second most popular dungeon in tabletop gaming history and pay a visit to Skullport, the hidden city beneath Waterdeep.

Lankhmar

Set in the world of Newhon, first setting described as "sword & sorcery" and one of the most influential settings in TTRPG together with Dying Earth. If Dying Earth inspired magic in D&D, Lankhmar inspired its rogues. Lankhmar was conjured up by Fritz Lieber and Harry Otto Fischer in 1930s. Obviously inspired by the great three, Lankhmar seems most similar to works of Robert E. Howard. The famous tween novel series Discworld is PG version of this setting. Overall it feels more like Golarion than Forgotten Realms. Featuring fantasy's original Thieves Guild, and they're not nice. For some reason the 'no Clerics' is supposed to be a selling point here. You have this labyrinthine city named Lankhmar that's completely mapped out and populated. That's the desing I appreciate. This setting is designed for levels higher than 1 unless you want to fight some seriously uphill battles. Like Fafhrd and Gray Mouser (yes, you can meet them), you're expected to look for mercenary work or do some freelance thievery in Lankhmar, and maybe get sent on quests in more distant lands.

Lorebook Content Description
AD&D 2e - Lankhmar - Boxed Set Lankhmar (Boxed Set) Core Lankhmar lorebook for the setting.
AD&D 2e - Lankhmar - City Lankhmar: City of Adventure
Thieves of Lankhmar
Cutthroats of Lankhmar
No reason not to load this one too.

Planescape

A beloved 1990s original D&D setting meant to connect various planes and settings. Obviously it would be hellish to try to actually DM here. Fortunately, STA lets you jump right in in dozens of planes like the plane where everything is robotic, plane where people turn into beasts, one of the heavens or hells, or more likely just in Sigil, as seen in Planescape: Torment.

Lorebook Content Description
AD&D 2e - Planescape - Core Planescape Campaign Setting
The Planewalker's Handbook
The essential lorebook for Planescape. Don't bother trying to play without it, doesn't really hold out on its own, you need at least one more to experience actual planes or Sigil.
AD&D 2e - Planescape - Sigil In The Cage: A Guide to Sigil
The Factol's Manifesto
Uncaged: Faces of Sigil
Pronounced "Sea Gill" and not "See Jill". The donut-shaped city in the center of the planes, great starting point for any planar adventure. Fully mapped out and populated with interesting individuals. If you try praying to the Lady of Pain, you get teleported to a maze. As seen in Planescape: Torment.
AD&D 2e - Planescape - Planes - Chaos, Law Planes of Chaos
Planes of Law
Just as the name implies, some 14 planes and their citizens fully covered in one giant lorebook. Journey through the more interesting realms of Planescape, meet queer fellows and try doing quests for them.
AD&D 2e - Planescape - Planes - Conflict, Outlands Player's Primer to the Outlands
Planes of Conflict
Visit the neutral planes, the ones where nobody else plays.
AD&D 2e - Planescape - Planes - Astral, Ethereal A Guide to the Astral Plane
A Guide to the Ethereal Plane
This is where the Gith live. Load this if you want to pay them a visit.

Over the Edge

Very much unknown tabletop game about an island called Al Amarja, a Mediterranean island as imagined by the Americans meaning it feels more Carribean or Sub-Saharan than European. Literally all the characters are some kind of colonists to the island and the currency is USD. Doesn't matter. It plays great. You have this uber-detailed island with all the neighborhoods, businesses and hundreds of characters who are all taking part in various conspiracies you will either uncover or get swallowed by. If Cyberpunk 2020 gave ST Adaptations its life, then OTE gave it its second life. OTE is one of the first games I've adapted using multiple sourcebooks in one lorebook, which worked out surprisingly well, so I've decided to remake basically everything into bigger, but more coherent lorebooks.

Lorebook Content Description
Over the Edge - Core Core Rulebook 2nd Edition
Players' Survival Guide
Friend or Foe?
Cloaks
At Your Service
Always load this.
Over the Edge - Adventures Airwaves
Forgotten Lives
House Call
It Waits...
New Faces
Weather the Cuckoo Likes
Wildest Dreams
With a Long Spoon
EdgeWork Magazines
Load this one as well.

Pathfinder 1e

The most recent competitor to Dungeons & Dragons. The spinoff greatly inspired by 3.5e. Set in the world of Golarion, a classic modern kitchensink setting. As seen in Pathfinder: Kingmaker and Pathfinder: Wrath of the Righteous.

Lorebook Content Description
PF1e - Core Core Rulebook
Game Mastery Guide
Bestiary 1
The starting point, the bare minimum you need to enjoy Pathfinder 1e.
PF1E - Advanced Pathfinder Unchained
Advanced Player's Guide
Advanced Class Guide
Advanced Race Guide
Expanded and revise core rules and some sourcebooks that sound like Communist Manifesto chapters.
PF1e - Ultimate Ultimate Combat
Ultimate Magic
Ultimate Psionics
Even more character build options!
PF1E - Golarion - Core Inner Sea World Guide
Inner Sea Bestiary
Inner Sea Intrigue
Inner Sea Taverns
Inner Sea Temples
Inner Sea NPC Codex
Cities of Golarion
Lost Cities of Golarion
Castles of the Inner Sea
Towns of the Inner Sea
Occult Mysteries
Essential lorebook for campaigns set in Golarion. It gives the AI GM the full idea of the world of Golarion, the complete foundational overview of the setting plus mechanics for less combat-oriented games. It's like an atlas your GM should have when running a campaign. Specific places such as Sandpoint have their own lorebooks because I think merging highly zoomed in urban campaign material is not fit for these core overview lorebooks.
PF1e - Golarion - Races Blood of the Coven
Blood of Fiends
Blood of Angels
Blood of the Night
Blood of the Moon
Blood of the Beast
Blood of the Sea
Blood of the Elements
Blood of the Ancients
Blood of Shadows
Inner Sea Races
Inner Sea Monster Codex
Insane amount of racial options for roleplaying in Golarion.
PF1e - Golarion - Pirates Blood of the Sea
Ships of the Inner Sea
Skull & Shackles Player's Guide
Pirates of the Inner Sea
Aquatic Adventures
All you need for seafaring adventures.
PF1e - Golarion - North People of the North
Irrisen - Land of Eternal Winter
Lands of the Linnorm Kings
The Worldwound
All the sourcebooks for the realms of North Golarion.
PF1e - Golarion - West Cheliax: Empire of Devils
Cheliax: The Infernal Empire
Belkzen: Hold of the Orc Hordes
Varisia: Birthplace of Legends
Lands of Conflict (Molthune & Nirmathas)
Nidal: Land of Shadows
All the sourcebooks for Western parts of Golarion, probably the most popular part of the map.
PF1e - Golarion - East Numeria, Land of Fallen Stars
Andoran, Birthplace of Freedom
Andoran, Spirit of Liberty
Taldor, The First Empire
Taldor, Echoes of Glory
Rule of Fear
Guide to the River Kingdoms
Druma, Profit and Prophecy
Guide to Darkmoon Vale
All you need for depressing East Golarion.
PF1e - Golarion - South Isles of the Shackles
Isles of the Shackles
Heart of the Jungle
Distant Shores
Sargava: the Lost Colony
Osirion: Land of Pharaohs
Blood of the Ancients
Black Markets
People of the Wastes
People of the Sands
A Guide to Katapesh
Osirion, Legacy of Pharaohs
Lost Kingdoms
All you need not only for South Golarion, but for more exotic places as well! Pro tip: load this with PF1e - Pirates.
PF1e - Golarion - Planes Planar Adventures
Plane-Hopper's Handbook
Distant Worlds
Planes of Power
The First World, Realm of the Fey
Legacy of the First World
The Great Beyond
Realms outside the boundaries of material plane.
PF1e - Golarion - Darklands Blood of the Shadows
Into the Darklands
Heroes of the Darklands
Darklands Revisited
We have Underdark at home.
PF1e - Golarion - Sandpoint Sandpoint, Light of the Lost Coast The classic hub town of Golarion, the liftoff to many adventures. Enable Meta-Scenario: Sandpoint, Light of the Lost Coast to jumpstart the questline.
PF1E - Campaign - Reign of Winter Reign of Winter Player's Guide
The Snows of Summer
The Shackled Hut
Maiden, Mother, Crone
The Frozen Stars
Rasputin Must Die!
The Witch Queen's Revenge
Adventure across the north Golarion and somewhere else. Use with PF1e - Golarion - North for maximum immersion.

RuneQuest: Roleplaying in Glorantha

RuneQuest is a TTRPG about Ducks, a peaceful species of humanoid ducks who live in the middle of Dragon Pass, a region not unlike Bosnia and Herzegovina that's in the middle of major political turmoil. The two major Human civilizations: Orlanthi (barbarians) and Lunars (civilized, hate Ducks) are fighting for control of the region. The Lunars dominated the region for a few years but last Thursday the Orlanthi have summoned dragons to destroy an entire army and the entire region is caught in a major anti-Lunar rebellion.
King of the Dragon Pass is the classic video game set in Glorantha and probably your easiest introduction to the setting since it's pretty complicated, with entire pantheons and geography. Basically every character in this setting is a bit magical, everyone is a Cleric who needs to satisfy their deity in exchange for magical powers. The system is 1d100 with some 1d20. The character creation is long and complicated, like a solo RPG, but don't worry - it's covered here in the Adaptations.

Lorebook Content Description
RQG - Core Roleplaying in Glorantha
The Red Book of Magic
Weapons & Equipment
Glorantha Bestiary
Core book, with books for equipment, magic and bestiary. Essential for any RQ game.
RQG - Dragon Pass The Glorantha Sourcebook 2e
Lands of RuneQuest: Dragon Pass
Highways & Byways: A Wayfarer's Companion
Super-detailed sourcebooks for Dragon Pass and beyond, so detailed they contain rules on how many kilometers can you move each day and how far is the next stop. Highly recommended for all games unless you're playing far away.
RQG - Cults The Prosopaedia
The Lightbringers
The Earth Goddesses
Mythology
The Lunar Way
Gods of Fire and Sky
Important lorebook for religions and cultures of Dragon Pass and Beyond.
RQG - DuckPac Myths, Legends & Lore
Duck Adventurers
Redfeather Dreaming
Gamemaster’s Scenarios
Arguably the most important supplement for the game, it lets you play as a Duck, the protagonist race of the setting. Find out why life is like a hurricane for them.
RQG - Apple Lane GameMaster Screen Pack Detailed map of Apple Lane, Clearwine Fort, and Runegate. Comes with a main questline, so enable 0: Meta-Scenario: The Colymar Saga world info entry if you want to play it.
RQG - Glamour A Rough Guide to Glamour
Citizens of the Lunar Empire
The capital city of the Lunar Empire. A really nice place if you don't mind the Moon and the Bat. Recommended to use with RQG - Cults because it fleshes out the Lunar culture and religion.
RQG - Campaign - Six Seasons in Sartar Six Seasons in Sartar First part of the famous prequel trilogy set 6 years before the start of RQG's metaplot. Covers a year of your character's life. Perfect for introducing new players to Glorantha. You start as a teen who's about to get initiated. The story follows the trials and tribulations of a minor Sartarite tribe during the height of the Lunar invasion of Dragon Pass. You'll learn how the world works from ground up.
RQG - Campaign - Six Seasons in Sartar - the Company of the Dragon The Company of the Dragon Second part of the prequel trilogy. Covers 5 harsh years before the dragon incident.
RQG - Campaign - Six Seasons in Sartar - the Seven Tailed Wolf The Seven Tailed Wolf Grand finale of the prequel trilogy, present day, present time. What will you do after the great turmoil has ended?

Tribe 8

What if world ended in a demonic invasion by the demons called Z'bri and humanity lost immediately? Well, humans of Montreal sided with the good demons called Fatimas, and they've liberated themselves from demonic slavery, but the war still wages on decades later. Remaining humans organized themselves into 7 tribes, each headed by a Fatima. In TES terms I'm sure you're familiar with: Z'bri are the Daedra and Fatimas are ALMSIVI. They're powerful, but not very nice. That's why you and your adventuring party (Cell) got exiled. Fortunately, the exiled people have started to form the 8th tribe, the one for the outcasts who don't fit into societal molds.

Lorebook Content Description
Tribe 8 - Core Rulebook
Player's Handbook
Weaver's Assistant
Weaver's Screen
Into the Outlands
Horrors of the Z'bri
Vimary Sourcebook
Word from the North
Adrift the River of Dream
Book of Legends
Word of the Dancers
Word of the Pillars
Word of the Fates
Everything T8-related except for the Cycle books. Keep this one loaded at all times. This lorebook is more than enough for you to free roam or to invent your own campaigns.
Tribe 8 - Cycle #1 - Children of Lilith Children of Lilith Campaigns in T8 are called Cycles, they usually cover a year's worth of plot. Tribe 8 - Core lorebook contains Cycle #0 - Children of Prophecy (you can start with this if you don't want a prequel experience) and Cycle #1.5 - Emulaan and the Ring (Sequel to Children of Lilith).

Movies

Movies and novels will work perfectly by themselves. Even if you don't give a damn about AI TTRPGs, you can play them out as raw scenarios where you're free to interact with the plot and characters.
In case you do want to play them with tabletops, here's some quick ideas:

Miracle Mile? Cyberpunk. You heard Johnny's nuking the Saka. How will you deal with this info?
Repo Man? Just another day in Over the Edge.
Taxi Driver? AD&D2e. You're a coach driver in Waterdeep.
White Chicks? Cyberpunk. They're using cyberware to make themselves look like Militech exec's daughters.

Adapted movies::

After Hours
Amadeus
American Beauty
American Pie
Bean
Cruel Intentions
Dracula: Dead and Loving It
Miracle Mile
National Lampoon's Christmas Vacation
Repo Man
Reservoir Dogs
Rocky Horror Picture Show
Rush Hour
Scarface
Streets of Fire
Taxi Driver
Watchmen
White Chicks
Yellow Submarine

Novels

Now, let's see what can you do with book adaptations.
I believe you will have a lot more freedom to experiment with them.
Since they usually have multiple POVs, you'll probably end up controlling several characters.
They're much longer than movies, so there will be more potential for entire roleplaying sagas to play out.

I'd like to recommend BotNS as a RPG setting for some medieval-themed tabletops like D&D or Pathfinder. It will fit right in.
American Psycho is the most memetic novel around. It fits in every single tabletop setting. Cyberpunk felt natural for me, but the real comedy gold was when I tried playing it with Pendragon and they did the business card scene, but with medieval coats of arms. Go crazy with this novel. Either play as Bateman, one of his yuppie friends or as a normal person trying to stop him from going psycho.
Snow Crash? Cyberpunk 2020, obviously. I can't believe the tabletop is older than this novel.

Adapted novels::

A Confederacy of Dunces
American Psycho
Blood Meridian
Book of the New Sun (system-agnostic setting) + adv.: the Shadow of the Torturer, the Claw of the Conciliator, the Sword of the Lictor, the Citadel of the Autarch, the Urth of the New Sun
Fight Club
Hyperion
Snow Crash
the Godfather
the Master and Margarita
the Metamorphosis


Secrets of the Lorebook

Lorebooks are the foundation of SillyTavern Adaptations. This is a catalogue of lorebooks, nothing more and nothing less. Lorebooks consist of entries. LLMs work by being prompted to do something.
"ChatGPT, go write me a Sopranos episode where Phil Leotardo DMs an OSR session with Tony Soprano, Paulie Walnuts, Silvio Dante and Christopher Moltisanti as players." is what a typical prompt looks like when a human being types it. ST Adaptations' lorebooks do just that on the scale never before seen on this Earth. These lorebooks function like a nuclear strike on the LLM, igniting the machine to the power level of the Sun itself when it's creating atoms.
But why do this if LLMs already know everything? They don't. LLMs are trained on Reddit posts discussing games instead of sourcebooks. The lorebooks provide your LLM with knowledge of Redditors and the ability to check up on the books. Lorebooks are by no means copy-pasted game books. Entries are sets of various instructions (but not code/script) instructing the LLM what to do.
Think of a GM's screen. You probably use one yourself, you have rules, mechanics, NPCs, and such listed. Well, a human uses a screen with couple of folds. Using a lorebook would be like being inside a sphere that consists not just of rules, but also the stage directions telling you how to act like a good GM. LLMs are text prediction tools and we'll tell them to predict text in a way a human would run a tabletop session.

Title Content
Entry Title/Memo The very first entry you'll see. This one is always empty because it's for you to fill! (Or for me when I need to add some new entries.) Toggle it on and Press Duplicate world info entry a bunch of times to create empty entries with the same Status, Position, Depth, Order, Trigger % and add anything you want to the lorebook. Add your custom locations or characters, homebrew rules, quests, headcanon.
0: Readme: The first thing you should read upon importing a lorebook. They are in-character descriptions of things featured in the lorebook. They usually tell you what this lorebook brings to the table, character creation and dice rolling, classes, races, interesting locations and characters. If there are PC: entries or other likely companions, this entry will tell you about them. If there are Adventure: entries in the lorebook, you will have a short description in the end of this entry. It's normal to have two readmes in a single lorebook.
Rule:, Mechanic:, Variant Rule:, System:, Subsystem:, Equipment:, Item:, Weapon:, Armor:, Vehicle:, Tech:, Mecha:, Trait:, Advantage:, Disadvantage:, Feat:, Attribute:, Stat:, Skill:, Class:, Role:, Race:... Self-explanatory. Rules that make the game a game. First things to disable if you don't want your chat look and act like a game. Entries such as these force your chatbot to act like you're playing a game together.
Location:, Region:, Realm:, Plane:, Imagine you want to turn your house into a map for LLM. You have Location: entries for each room inside such as the bathroom, bedroom, living room, kitchen. Then you can have a bigger entry about your street, your town, your district, your country, your continent and so on. These entries can cover a single room or entire continents. Very tedious, but essential to have fixed environments in AI roleplays. This was the very first discovery that made ST Adaptations possible. Before that AI just hallucinated spaces endlessly.
NPC:, PC: Non-player characters and Player-characters (AKA Premade characters). Think of these like little character cards. Each one aims to make the AI roleplay a living, breathing individual with its own identity, goals, fears, relationships and place in the world. PC: entries are either designed to be your player characters if you don't want to make your custom character or your very likely companions for the adventure, although you oftentimes need to recruit them manually.
Lore:, History:, Entries you probably never want to toggle off. They represent the background context.
Event:, Scene:, Trigger: They usually represent scripted, cinematic events that will happen during gameplay.
Adventure: A fully fledged, designed adventure scenario. It triggers Quest: entries if any are associated with it. You need to turn this entry on yourself and the adventure will start immediately. All of them have the beginning, development and the ending.
Quest: Either a smaller, more detailed part of the bigger Adventure: or a minor, standalone, semi-dynamic side quest you may stumble upon in your adventuring. All of them have a planned beginning and ending, the middle part is usually up to you.
Hook: A minor side quest with no designed development.
Downtime: Things AI will encourage you to do between adventures.
Meta-Equipment: Entry meant to encourage the use of game mechanics and gear, as well as pets and mounts.
Meta-Nav: One of the earliest advances in AI dungeon crawling. Very simple and incredibly effective way to make AI stop hallucinating places non-stop like in a dream. Meta-Nav entry simply indexes the Location: and related entries and groups them together according to their proximity. This is by no means redundant because Location: entries can be viewed as floor plans while Meta-Nav: is an atalas.
Meta-Relationships: Let's face it: AI world is pretty static and you need to push it to do things. This entry pushes the named characters and their associates to act. This is a very videogamey mechanic inspired by Baldur's Gate 3 Early Access version's mechanic where the companinos you didn't romance would end up romancing each other and by the Sims 2's dynamic spread of rumors and such. Let's say you have a settlement, then its denizens will act. Sometimes foolishly, by spreading false information about you just for lulz, sometimes cleverly by praising your name, like the Chicken Chaser from Fable. There can be two Meta-Relationships: one for the civilization and one for your adventuring party.
Meta-Scenario: The most powerful WI entry in a lorebook, one of the 2 set to Constant. It makes it so that as soon as you turn it on, the planned adventure scenario begins to play no matter what. Obviously disable it if you want to play around without playing out the plot. It also indexes all the goals of the adventure module and so on, but the main point is that it starts the adventure and makes the AI play it at all times. Adventure: entry is like a mini-Meta-Scenario: entry that comes with a lorebook that's not just one adventure module and you always need to turn it on manually.
Meta-Info: This entry makes the AI aware that it has a lorebook loaded and that lorebook contains adaptations of sourcebooks. Sounds obvious? SillyTavern doesn't actually tell the chatbot that it has a lorebook loaded, and it doesn't tell it what sources that lorebook contains. This way the chatbot will be aware of what it's using.
Meta-Hireling: Simple way to tell the AI which characters are willing to follow you for a price.
Meta-Citizens: It should act as the complete census of all the NPC: entries from the lorebook, encouraging AI to use them instead of hallucinating new ones into existence. This is Meta-Nav:, but for NPC:s. Doesn't sound impressive, but it's a game changer in the lorebook.

Changelog

**10 APR 2026**
>Adapted Delta Green and even more Cthulhu. Now there's a respectable repertoire of CoC scenarios to enjoy.
Paranoia 25th has been put to pastures due to bugs and will hopefully be back soon.

>Added CoC 7e - Adventure - Grace Under Pressure
>Added CoC 7e - Adventure - Pop Goes the Weasel
>Added CoC 7e - Adventure - The Haunting
>Added CoC 7e - Adventure - Canyon of the Snow Cairns
>Added CoC 7e - Adventure - Flesh Wounds
>Added CoC 7e - Adventure - Carnival of Madness
>Added CoC 7e - Adventure - Highway of Blood
>Added CoC 7e - Adventure - We Are All Savages
>Added CoC 7e - Adventure - Gateways To Terror

>Added Delta Green - Core
>Added Delta Green - Supplements
>Added Delta Green - Adventure - Gold Top 1971
>Added Delta Green - Adventure - Impossible Landscapes
>Added Delta Green - Adventure - PX Poker Night
>Added Delta Green - Adventure - Jack Frost
>Added Delta Green - Adventure - the Good Life
>Added Delta Green - Adventure - Ex Oblivione
>Added Delta Green - Adventure - Kali Ghati
>Added Delta Green - Adventure - Iconoclasts
>Added Delta Green - Adventure - the Star Chamber
>Added Delta Green - Adventure - Meridian

>Added Pulp Cthulhu - Adventure - The Two-Headed Serpent

>Removed Paranoia 25th

**26 MAR 2026**
>Put everything else on hold for a week and went on a Call of Cthulhu adapting spree.

>Added CoC 7e - Core
>>Keeper Rulebook
>>Investigator Handbook
>Added CoC 7e - Adventure - Strange Aeons I & II
>>Strange Aeons
>>Strange Aeons II
>Added CoC 7e - Adventure - Reign of Terror
>Added CoC 7e - Adventure - Full Fathom Five
>Added CoC 7e - Adventure - Taming the Waterwolf
>Added CoC 7e - Adventure - Keeper's Screen
>Added CoC 7e - Adventure - Starter Set
>Added CoC 7e - Adventure - Cold Harvest
>Added CoC 7e - Adventure - Dark Side of the Moon
>Added CoC 7e - Adventure - the Dare
>Added CoC 7e - Adventure - the Sutra of Pale Leaves
>>Twin Suns Rising
>>Carcosa Manifest
>Added CoC 7e - Adventure - Mountains of Madness Summit of Deities
>Added CoC 7e - Adventure - Viral
>Added CoC 7e - Adventure - Inversion
>Added CoC 7e - Adventure - My Little Sister Wants You to Suffer

>Added Pulp Cthulhu - Core
>Added Pulp Cthulhu - Adventure - A Time to Harvest
>Added Pulp Cthulhu - Adventure - A Cold Fire Within
>Added Pulp Cthulhu - Adventure - Blood Orgy on Vampire Island

>Updated AD&D 2e - Core
>Updated AD&D 2e - Races

**17 MAR 2026**
>Small updates to Rentry, mainly talking about how bad the state of API is.

**1 MAR 2026**
>Archived all previous ST Adaptations.
>>Switched to a new adaptation method: more sourcebooks inside a single lorebook, fewer and bigger entries.
>>Introduced Meta-Citizens:, a total game changer when it comes to free roam.
>>I see noticeable improvement on my machine. Hopefully new adaptations will work better than the last ones.
>>You still need powerful corpo LLMs, though.

>Added AD&D 2e . Core
>>PHB Revised
>>DMG Revised
>>Arms and Equipment Guide
>>Tome of Magic
>>Monstrous Manual
>Added AD&D 2e - Classes
>>Complete Fighter's Handbook
>>Complete Thief's Handbook
>>Complete Priest's Handbook
>>Complete Wizard's Handbook
>>Complete Psionics Handbook
>>Complete Barbarian's Handbook
>>Complete Bard's Handbook
>>Complete Druid's Handbook
>>Complete Ninja's Handbook
>>Complete Paladin's Handbook
>>Complete Ranger's Handbook
>Added AD&D 2e - Races
>>Complete Book of Elves
>>Complete Book of Humanoids
>>Complete Book of Dwarves
>>Complete Book of Gnomes & Halflings

>Added AD&D 2e - Forgotten Realms - Core
>>Forgotten Realms Boxed Set
>>Player's Guide
>>Elminster's Ecologies
>>Faiths & Avatars
>>Volo's Guide to All things Magical
>>Heroes' Lorebook
>>Villains' Lorebook
>Added AD&D 2e - Forgotten Realms - Ravens Bluff
>>Gateway to Ravens Bluff
>>Inside Ravens Bluff the Living City
>>Port of Ravens Bluff
>>The City of Ravens Bluff
>Added AD&D 2e - Forgotten Realms - Underdark
>>The Drow of the Underdark
>>Menzoberranzan
>>Drizzt Do'Urden's Guide to the Underdark
>Added AD&D 2e Forgotten Realms - Undermountain
>>Ruins of Undermountain 
>>Ruins of Undermountain II: The Deep Levels
>Skullport
>Added AD&D 2e - Forgotten Realms - Waterdeep
>>Waterdeep and the North 
>>City System
>>Volo's Guide to Waterdeep
>>City of Splendors

>Added AD&D 2e - Lankhmar - Boxed Set
>Added AD&D 2e - Lankhmar - City
>>Lankhmar: City of Adventure
>>Thieves of Lankhmar
>>Cutthroats of Lankhmar

>Added AD&D 2e - Planescape - Core
>>Planescape Campaign Setting
>>The Planewalker's Handbook
>Added AD&D 2e - Planescape - Sigil
>>In The Cage: A Guide to Sigil
>>The Factol's Manifesto
>>Uncaged: Faces of Sigil
>AD&D 2e - Planescape - Planes - Chaos, Law
>>Planes of Chaos
>>Planes of Law
>Added AD&D 2e - Planescape - Planes - Conflict, Outlands
>>Planes of Conflict
>>Player's Primer to the Outlands
>Added AD&D 2e - Planescape - Planes - Astral , Ethereal
>>A Guide to the Astral Plane
>>A Guide to the Ethereal Plane 

>Added CP2020 - Core
>>Core Rulebook
>>Reference Book v.5
>>Master Skill Guide
>>Listen Up, You Primitive Screwheads!!!!
>Added CP2020 - Night City
>>Night City Sourcebook
>>Edgerunners Inc.
>>Tales from the Forlorn Hope
>Added CP2020 - Europe
>>EuroSource
>>EuroSource Plus
>>Eurotour
>>Rough Guide to the UK
>Added CP2020 - Asia
>>Corporatiion Report 2020 #1
>>Corporatiion Report 2020 #2
>>Corporatiion Report 2020 #3
>>Pacific Rim
>Added CP2020 - Space
>>Near Orbit
>>Deep Space
>Added CP2020 - America
>>Neo-Tribes
>>Home of the Brave
>>Land of the Free
>Added CP2020 - Roles
>>Live & Direct
>>Protect & Serve
>>Rache Bartmoss' Brainware Blowout
>>Rache Bartmoss' Guide to the Net
>>Rockerboy
>>Solo of Fortune #1
>>Solo of Fowtunr #2
>>Wild Side
>Added CP2020 - Gear
>>Blackhand's Street Weapons
>>Chromebook 1 & 2
>>Chromebook 3 & 4
>>Maximum Metal

>Added Paranoia 25th - Core
>>Troubleshooters
>>Internal Security
>>High Programmers

>Added PF1e - Core
>>Core Rulebook
>>Game Mastery Guide
>>Bestiary 1
>Added PF1E - Advanced
>>Pathfinder Unchained
>>Advanced Player's Guide
>>Advanced Class Guide
>>Advanced Racae Guide
>Added PF1e - Ultimate
>>Ultimate Combat
>>Ultimate Magic
>>Ultimate Psionics
>Added PF1e - Golarion - Races
>>Blood of the Coven
>>Blood of Fiends
>>Blood of Angels
>>Blood of the Night
>>Blood of the Moon
>>Blood of the Beast
>>Blood of the Sea
>>Blood of the Elements
>>Blood of the Ancients
>>Blood of Shadows
>>Inner Sea Races
>>Inner Sea Monster Codex
>Added PF1E - Golarion - Core
>>Inner Sea World Guide
>>Inner Sea Bestiary
>>Inner Sea Intrigue
>>Inner Sea Taverns
>>Inner Sea Temples
>>Inner Sea NPC Codex
>>Cities of Golarion
>>Lost Cities of Golarion
>>Castles of the Inner Sea
>>Towns of the Inner Sea
>>Occult Mysteries
>Added PF1e - Pirates
>>Blood of the Sea
>>Ships of the Inner Sea
>>Skull & Shackles Player's Guide
>>Pirates of the Inner Sea
>>Aquatic Adventures
>Added PF1e - Golarion - North
>>People of the North
>>Irrisen - Land of Eternal Winter
>>Lands of the Linnorm Kings
>>The Worldwound
>Added PF1e - Golarion - West
>>Cheliax: Empire of Devils
>>Cheliax: The Infernal Empire
>>Belkzen: Hold of the Orc Hordes
>>Varisia: Birthplace of Legends
>>Lands of Conflict (Molthune & Nirmathas)
>>Nidal: Land of Shadows
>Added PF1e - Golarion - East
>>Numeria, Land of Fallen Stars
>>Andoran, Birthplace of Freedom
>>Andoran, Spirit of Liberty
>>Taldor, The First Empire
>>Taldor, Echoes of Glory
>>Rule of Fear
>>Guide to the River Kingdoms
>>Druma, Profit and Prophecy
>>Guide to Darkmoon Vale
>Added PF1e - Golarion - South
>>Isles of the Shackles
>>Heart of the Jungle
>>Distant Shores
>>Sargava: the Lost Colony
>>Osirion: Land of Pharaohs
>>Blood of the Ancients
>>Black Markets
>>People of the Wastes
>>People of the Sands
>>A Guide to Katapesh
>>Osirion, Legacy of Pharaohs
>>Lost Kingdoms
>Added PF1e - Golarion - Planes
>>Planar Adventures
>>Plane-Hopper's Handbook
>>Distant Worlds
>>Planes of Power
>>The First World, Realm of the Fey
>>Legacy of the First World
>>The Great Beyond
>Added PF1e - Golarion - Darklands
>>Blood of the Shadows
>>Into the Darklands
>>Heroes of the Darklands
>>Darklands Revisited
>Added PF1e - Golarion - Sandpoint

>Added RQG - Core
>>RuneQuest: Roleplaying in Glorantha
>>The Red Book of Magic
>>Weapons & Equipment
>>Glorantha Bestiary
>Added RQG - Cults
>>The Prosopaedia
>>The Lightbringers
>>The Earth Goddesses.
>>Mythology
>>The Lunar Way
>>The Gods of Fire
>Added RQG - Dragon Pass
>>The Glorantha Sourcebook 2e
>>Lands of RuneQuest: Dragon Pass
>>Highways & Byways: A Wayfarer's Companion
>Added RQG - Apple Lane
>>GameMaster Screen Pack
>Added RQG - Campaign - Six Seasons in Sartar
>Added RQG - Campaign - Six Seasons in Sartar - the Company of the Dragon
>Added RQG - Campaign - Six Seasons in Sartar - the Seven Tailed Wolf
>Added RQG - DuckPac
>>Myths, Legends & Lore
>>Duck Adventurers
>>Redfeather Dreaming
>>Gamemasters Scenarios
>Added RQG - Glamour
>>A Rough Guide to Glamour
>>Citizens of the Lunar Empire

>Added Tribe 8 - Core
>>Tribe 8 Rulebook
>>Tribe 8 Player's Handbook
>>Weaver's Assistant
>>Weaver's Screen
>>Into the Outlands
>>Horrors of the Z'bri
>>Vimary Sourcebook
>>Word from the North
>>Adrift the River of Dream
>>Book of Legends
>>Word of the Dancers
>>Word of the Pillars
>>Word of the Fates
>Added Tribe 8 - Cycle #1 - Children of Lilith

>Updated Over the Edge - Core
>Updated Over the Edge - Adventures
>Archived everything from last year.

Which TTRPG systems and sourcebooks should I adapt? Vote here.
Adventures vs. free roam in ST Adaptations Poll
E-Mail: SillyTavernAdaptations@protonmail.com
See ya in /aicg/ & /sffg/!

Edit

Pub: 19 Jul 2025 00:38 UTC

Edit: 11 Apr 2026 09:16 UTC

Views: 5959