Ghelmyon
A deterministic, single-player MUD
A simulated world with persistent state, system-driven mechanics,
and generative dialogue layered on top.
What this is
Ghelmyon is a text-based simulation where every action is resolved by game systems.
- Combat, inventory, reputation, and time are all mechanically tracked
- NPCs have schedules, relationships, and fixed world positions
- The world state persists and evolves based on player actions
This is not freeform storytelling.
It is a structured simulation with consistent rules.
Dialogue layer
NPC dialogue is generated from the current world state.
- The model receives structured context — who is present, relationships, mood, recent events
- It produces conversational flavour and scene description
- It does not decide outcomes or modify the world
All gameplay decisions are resolved before any text is generated.
The dialogue reflects the state — it does not create it.
System boundaries
Each part of the game has a clear role:
Simulation layer
- Stats, combat, inventory, reputation
- NPC routines, locations, and relationships
- Event resolution and world state updates
Dialogue layer
- Describes scenes and interactions
- Adapts tone based on context
- Adds variation and flavour
The separation is strict.
The simulation is always the source of truth.
Try a few commands
Start simple:
you> look
you> talk phaedro
you> go tavern
you> drink ale
Then push the systems:
you> steal bread
you> stab wolf high
you> flirt bartender
Observe what changes — not just what is said.
System interaction
The game becomes interesting where systems intersect.
- Combat affects fatigue and injury
- Reputation influences prices and NPC reactions
- Social actions can trigger gossip and relationship changes
- Time of day changes who you'll find and where
- Crime spreads to neighboring towns at dawn
Outcomes are not scripted.
They emerge from mechanics interacting over time.
Example
you> steal from aldric
[Pickpocketing check: Roll 68 vs 55 — Success]
[Stole 12 gold from Aldric]
[+1 SP: Pickpocketing (filch)]
[Reputation: Merchants —2]
[A guard becomes suspicious]
Later, someone mentions the incident.
Prices increase. The dialogue changes.
The outcomes are driven by the underlying systems.
Nothing is scripted.
Nothing is reset.
The world keeps going.
Consistency and safety
- Dialogue output is filtered to remain in-world and appropriate
- It cannot block or alter gameplay actions
- The system continues to function if dialogue generation fails
- A fallback mode ensures the game remains playable without live generation
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