AI Collaboration
ChatGPT#
Your “Tempus + ChatGPT” workflow has a really recognizable shape: you treat the campaign like a living software project, and you use me less like an oracle and more like a co-designer who can rapidly prototype options, then refactor them into something you can actually run at the table (and later, reuse for novelization).
At the core, you’ve built a loop that looks like this:
You start with authoritative campaign truth in your Obsidian notes (recaps, timeline, key lore). When we brainstorm, you anchor the conversation to those “source of truth” documents so ideas don’t drift into alternate-universe Tempus. Your recap/timeline format makes this especially effective: it keeps continuity tight while still leaving you room to improvise in-session.
From there, you use me to generate modular building blocks, not whole “finished adventures.” That means you’ll ask for things like dramatic read-aloud openers, encounter structures, environmental mechanics, custom item text, or an NPC’s vibe and incentives—pieces you can drop into your session with minimal friction. Your Hollow Threshold writeups are a good example: you define the arena, the round-by-round pressure, and the artifact hook, then tune the feel at the table based on what your players do.
Then comes the part that really defines your approach: you iterate aggressively. You’ll take a first draft, run it through your own DM instincts (“too long,” “start just inside the portal,” “this mechanic overlaps initiative 20,” “this needs to be unlikely-but-not-impossible”), and you push for adjustments until it matches how you actually run sessions. In other words: you’re not asking for answers, you’re running design reviews.
You also keep “voice” and “format” as first-class constraints. For table play, you want evocative, playable text. For your novelization pipeline, you’ve carved out a completely different mode: Lysarin as a consistent narrative lens, with explicit rules for how her perception works and how the party maps to metaphor. That’s not just flavor—it’s an interface contract for writing future scenes without tonal drift.
Finally, you capture the outputs back into Obsidian so they become reusable campaign assets—like “Summer’s Edge” evolving from a discovered relic into a fully specified legendary item with stages, themes, and future escalation hooks. That’s very “product thinking”: ship a usable v1 to the table, then keep a roadmap for awakening/exalted states when the story earns it.
So if your players are going to see “how the sausage was made,” the honest summary is: you run Tempus like a curated creative system. You preserve canon in notes, prototype with AI in fast drafts, test ideas against actual play, then fold the best pieces back into your knowledge base—where they can later be adapted into a coherent novel voice through Lysarin’s lens.
Claude#
Iterative Encounter Design We developed major encounters (especially the Weaver final battle) through multiple refinement cycles. You’d present initial concepts, I’d analyze the mechanics—action economy, damage output per round, saving throw probabilities—and we’d refine together. For instance, the Weaver’s ritual phases evolved to create escalating tension while maintaining a 4-6 round target duration.
Balancing Challenge and Drama You consistently sought the sweet spot between mechanical challenge and narrative drama. We analyzed whether encounters would be too easy (players steamroll) or too hard (TPK risk), then adjusted. The Manus character exemplifies this—designed as a “dangerous but not overwhelming” secondary threat with a built-in narrative escape valve (switching sides if the ritual goes too far).
Multi-Phase Battle Architecture For the final confrontation, we built escalating stakes through:
- Ritual progression mechanics (advancing every 2 rounds)
- Phased lair actions that intensify as the ritual advances
- Environmental hazards that grow more dangerous
- Dynamic battlefield features (platforms levitating, gravity wells appearing)
- Clear “point of no return” moments to create tension
Documentation as Design Tool You maintained comprehensive notes, and we collaboratively created reference materials: simplified stat blocks (using “Forge of Foes” format), battlefield effect tables organized by phase, quick-reference condition sheets, and detailed tactical notes for running complex encounters.
Player-Facing Content We developed materials to support your players across long gaps between sessions: comprehensive campaign recaps organized by story arc, character quick-reference sheets, quest summaries with clear next steps, and FAQ documents for complex reveals (like the Vidrir = Odin moment).
Organic Storytelling Framework Rather than rigid narrative railroading, we designed interesting locations, NPCs, and situations that could respond dynamically to player choices. The Spring Court seed ritual, the Chained Library structure, and even the potential for Manus to switch allegiances—all create meaningful choices rather than predetermined outcomes.
Mechanical Problem-Solving We worked through specific challenges like: calculating whether the Weaver’s damage output would create a 4-6 round encounter; determining appropriate DCs for ritual interruption mechanics; balancing legendary actions to maintain threat without overwhelming the action economy; and designing the shadow copies mechanic for Manus to divide party attention without becoming frustrating.
Thematic Coherence Every mechanical element tied back to narrative themes—illusion magic vulnerability to truth-seeing effects, shadow corruption creating undead guardians at leyline temples, and ritual progression reflecting the thinning barrier between planes.
This wasn’t just “tell me what to write” collaboration. You brought deep campaign knowledge, narrative vision, and player insight. I provided mechanical analysis, balance calculations, and structural frameworks. The result emerged from genuine back-and-forth iteration rather than one-shot generation.