Scenes — Pre-Built Scenarios
Setting the stage for specific experiences.
Scenes are reusable roleplay settings— a place, a moment, and a hook that any character can step into. You set the stage once; the character adapts to it while keeping their own personality. It's how you build a specific experience — a haunted space station, a coffee-shop meet-cute, a masquerade ball gone wrong — without making a new character for each one. Think of yourself less as a writer of every line and more as a director: you frame the scene, and the AI improvises in character.
First: Any character vs Main character
The opening choice decides who the scene is for.
- Any character— an open setting that works with anyone. Best for general scenarios your whole audience can drop into with whichever character they love. Write it so it doesn't assume a specific person (see the pronoun tip below).
- Main character — built around one (or a few) characters you pick, tuned to their personality and backstory. It surfaces on their page. Use the Select character picker to search Discover or your own characters.
Step 1 — Define the setting
Genre, time, place and tone are quick multi-select chips — tap Other to add your own. The two big text fields, backstory and player's goal, are where the scene comes alive.
Use {{user}} and {{char}}
In any text field, write {{user}} for the player and {{char}}for the character — they're filled in automatically at chat time. For an Any character scene, avoid gendered pronouns (he/she/his/her) so the scene fits any character; lean on {{char}} and “they” instead.
The backstory is everything
This is the merge source the character reads. Describe the situation, the stakes, and how you both arrived here — vividly, but leaving room for the story to move.
Avoid present-tense facts the character will treat as permanently true. “{{char}}is in the hospital” means they'll still think they're in the hospital after going home. Write “{{char}} was recently injured and is recovering” so the scene can progress.
Player's goal — give the story a direction
A good goal is a verb that implies effort plus a constraint — it gives the player something to push against.
- Unmask the stranger before the final waltz ends.
- Reach the escape pod on deck one before the oxygen runs out.
- Win their trust without revealing who sent you.
Step 2 — Intro and greeting
These two look similar but do different jobs:
- Introduce this scene to your audience — the starting screen, shown beforethe player enters. Write it like the opening of a novel: paint the place, the mood, the moment they're stepping into.
- Character greeting — the first message afterthey enter. It's the hook — what they see, hear, and feel. Mix narration (*in asterisks*) with dialogue (“in quotes”). You can add alternate greetings the reader shuffles between.
Step 3 — Name, cover and access
- Name— short and evocative. It's the card title and the chat header.
- Cover image — the thumbnail and chat background. Upload or generate one; a vivid image is what earns the tap.
- Tags — comma-separated keywords for search and discovery.
- Visibility & access — keep it free and public, or monetize it like a character: gate it behind subscription tiers and/or a one-time purchase (requires verified creator status with Stripe connected).
Drafts and editing
Save draft keeps a work-in-progress to finish later; Publish makes it live. You can edit a published scene any time — existing chats started from it keep working.
- Setting is specific; the backstory leaves room for the story to move.
- For Any-character scenes: no gendered pronouns.
- The goal is a verb + a constraint.
- Intro sets the stage; the greeting is the character's first move.
- Name and cover are evocative enough to earn a tap.