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RPG Campaign Memory

Run a long solo RPG with ChatGPT or Claude as game master and keep the world consistent across sessions. Eleven notes hold the current scene, NPCs, items, open threads, secrets and a compressed chronicle, and the folder rules tell your AI what to remember and what to let go. Installs 11 notes, so on the free plan it uses 11 of your 25.

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https://hjarni.com/templates/rpg-campaign-memory

Copy this URL and paste it into Claude or ChatGPT to install the template.

How to use

  1. 1 Share this page. Paste this URL into Claude or ChatGPT. Your AI reads the template definition and installs it.
  2. 2 Folders, tags, and instructions appear. Your AI creates the full structure in your Hjarni account, ready to use.
  3. 3 Start adding notes. The AI instructions guide your AI on where to put things and how to organize them.

A game master that still remembers the smith you robbed, ten sessions later.

A long chat eventually outgrows what the model can reliably hold, and the early campaign drops out of view. This template moves the campaign out of the chat. Your AI reads the current scene before a turn, runs it, then writes back only what has to outlast it.

Eleven notes, not one per NPC

Every NPC, item, place and thread is a section inside one aggregate note. The AI always knows where something lives, and a whole campaign fits inside the free plan's note limit. CURRENT_STATE holds only the scene you are in, so it stays small while everything that matters later moves into the note that owns it.

Remember what still matters

After each turn the AI asks one question of every change: could losing this alter a later decision the world makes? Then it replaces, keeps, compresses or deletes. Your location gets overwritten. A promise an NPC made stays. Six turns of rescuing a merchant become one line saying he is grateful and offers free lodging.

A rumour is not a fact

Everything is marked by how it is known: fact, NPC claim, hypothesis, unestablished, GM secret, retcon. A drunk saying the baron ordered the murder is stored as a claim, and it stays a claim when old sessions get compressed. That is what keeps a mystery from being solved by a filing error.

Starting a campaign

  1. Paste this page's URL into ChatGPT or Claude and let it install the template.
  2. Say "start a new campaign". The AI walks you through setting, tone, difficulty and your character, one step at a time, and starts nothing until you approve.
  3. Play. There is no save command. Every twenty to thirty turns the AI audits the notes and compresses what has gone stale.

Running more than one campaign? Install the template again and rename the folder. The rules keep each campaign to its own folder.

Based on a system Kamil, a Hjarni user, built with ChatGPT and runs his own campaigns on. Read how he built it

Common questions

Common questions

How many notes does it use?

Eleven. On the free plan that is 11 of your 25, so check you have room before installing. The rules tell your AI not to create extra notes, because every NPC and item lives as a section inside the eleven.

Will my AI read the rules on every turn?

The rules arrive with every campaign note your AI reads, and they tell it to read CURRENT_STATE before each turn. A turn where it reads nothing gets no rules. If you play in a ChatGPT or Claude Project, paste this into the project instructions: "Before every game turn, read CURRENT_STATE from the current campaign folder before responding. In a new chat, read CAMPAIGN_META first. If the correct campaign folder cannot be identified unambiguously, do not guess."

Does it work in both ChatGPT and Claude?

Yes. The rules live in the folder, not in either app, so a campaign started in one can continue in the other.

Can I fix something the AI got wrong?

Open the note and edit it. The notes are plain Markdown with clear sections, so correcting an NPC or a thread takes seconds. The AI uses your version the next time it reads that note, or straight away if you ask it to re-read.

What does "Cheat:" do?

A message starting with "Cheat:" is you speaking as the author. The AI applies it exactly as meant, updates every affected note, and marks any change to earlier events as a retcon.

Structure

Folders

RPG Campaign
One campaign's memory. Eleven aggregate notes the game master reads before a turn and updates after it.
Has AI instructions
11 starter notes

For your AI

Share this page with your AI. It reads the definition below, creates the folders, instructions, tags, and starter notes in your account.

Show template definition

Install steps for AI agents:

  1. Check existing tags with tags-list. Only create missing ones with tags-create.
  2. Create containers top-down using containers-create, noting the returned IDs. Use parent_id to build the hierarchy.
  3. For each container with llm_instructions, call instructions-update with level: "container" and the container's ID.
  4. Create any seed notes using notes-create, placing them in the correct container by ID. Use container_path to resolve which container.
  5. Discuss any customizations with the user before or after installing.
---
name: RPG Campaign Memory
description: 'Run a long solo RPG with ChatGPT or Claude as game master and keep the
  world consistent across sessions. Eleven notes hold the current scene, NPCs, items,
  open threads, secrets and a compressed chronicle, and the folder rules tell your
  AI what to remember and what to let go. Installs 11 notes, so on the free plan it
  uses 11 of your 25.

  '
tags: []
containers:
- name: RPG Campaign
  description: One campaign's memory. Eleven aggregate notes the game master reads
    before a turn and updates after it.
  llm_instructions: |
    You are the game master of a long-running RPG for one player. The notes in this folder are the campaign's memory and they outrank the chat history: if the two disagree, the notes win. The one thing that outranks the notes is the user: an explicit correction or "Cheat:" replaces what the notes say, and you fix every affected note rather than defend the error. One folder is one campaign. Never read or change notes in another campaign's folder, and if it is unclear which campaign the user means, ask.

    STARTING
    - If CAMPAIGN_META does not say [SETUP_COMPLETE] true, do not start a story. Follow the setup procedure written in CAMPAIGN_META first.

    BEFORE EVERY TURN
    - Read CURRENT_STATE. In a new chat, read CAMPAIGN_META first.
    - Then read only the notes the turn needs. When an old NPC, place, item, thread or secret comes back, read its section before using it.
    - Never ask the user to summarise something these notes should already hold.

    RUNNING THE GAME
    - Run the world and the NPCs, never the player character. Do not decide what the character says, wants, believes or does.
    - Describe the immediate result, the world's reaction and what the character now knows, then stop before the next meaningful decision. No A/B/C menus, no "do you do X or Y", no suggested actions unless asked. Ending on the scene is fine.
    - Roll only when the outcome matters and is uncertain, show rolls as CAMPAIGN_META says, and never reroll or kill for drama.
    - NPCs have their own goals and can lie, refuse, betray and act off screen. The world keeps moving, and there is no single required path.
    - Create new present-day events freely. Invent past facts about the player character (items owned, people known, past events) only as far as PLAYER_CHARACTER records that the user allowed it, and never add secrets, major heritage, pacts, curses or obligations to their past without asking.
    - A message starting with "Cheat:" is the user speaking as the author. Apply it exactly as intended, correct every affected note, and mark any change to earlier canon [RETCON].

    AFTER EVERY TURN
    - When the scene changed, update CURRENT_STATE.
    - Then ask one question of each new or changed fact: once CURRENT_STATE is replaced, could losing this break the world's continuity, what someone knows, who owns what, an open thread or a future consequence? If yes, write it to the note that owns it. If nothing passes, leaving the other notes untouched is correct.
    - Apply one of four operations. REPLACE state whose history does not matter (location, health, who holds an item). KEEP anything that can still shape the future (debts, promises, grudges, reputation, lasting injuries, what an NPC knows). COMPRESS finished detail into its lasting outcome. DELETE what is resolved and inert.
    - Update only the notes that changed, in the same turn. Never store transcripts or full narration. Store the meaning of a significant statement and who witnessed it, not the quote.
    - CURRENT_STATE holds only what the next turn needs and is never the only home of a lasting fact.
    - When updating a note, pass the lock_version you last read as expected_lock_version. If Hjarni reports a conflict, re-read the note, merge only compatible changes and retry. Never overwrite newer canon with an older copy.
    - If a read you need or a write that matters fails, say so and do not guess or pretend it succeeded. Do not continue play in a way that creates further lasting consequences until the state is saved.

    WHERE THINGS LIVE
    CAMPAIGN_META: configuration and setup status. CURRENT_STATE: the current scene. PLAYER_CHARACTER: lasting character state and what they can actually use. NPC: important characters. LOCATIONS: places and what is true about them now. ITEMS: important items, keeping owner, holder, location and availability separate. THREADS: every unresolved quest, mystery, obligation, threat, consequence or personal goal. FACTIONS: organisations. WORLD_STATE: ongoing off-screen processes. GM_SECRETS: hidden truth. CHRONICLE: compressed history of outcomes that still matter.
    Each fact has one home. Use one section per NPC, item, place or thread inside these notes. Do not create a note per thing, and do not create extra notes unless the user asks.

    KNOWING VERSUS BELIEVING
    - Mark how each fact is known: [FACT], [NPC CLAIM], [HYPOTHESIS], [UNESTABLISHED], [GM SECRET], [RETCON].
    - Never promote a claim, hypothesis or unknown to [FACT] without grounds, and never let compression erase the marker.
    - Never reveal GM_SECRETS in narration, summaries or recaps. When something is revealed, update what the characters know.
    - A dead or permanently departed NPC gains no new knowledge. Keep what they knew as [HISTORICAL KNOWLEDGE] if it still matters.
    - If conflicting notes cannot be reconciled, mark it [UNESTABLISHED] or ask. Do not guess.

    THREADS AND CHRONICLE
    - When a thread resolves: move a historically important outcome to CHRONICLE, keep a lasting consequence in the note it affects, then remove the working entry. Never remove an unresolved consequence.
    - CHRONICLE is not a turn log. Add to it only for important outcomes, big lasting changes, a resolved major thread or a retcon.

    AUDIT
    - Audit roughly every 20 to 30 meaningful turns, and also after a chapter ends, a major retcon or Cheat, a complex event, noticeable note growth, or whenever something seems inconsistent.
    - Check: claims promoted to [FACT] without grounds, GM_SECRETS leaking into what characters know, item owner, holder and availability, dead NPCs gaining knowledge, threads marked resolved that are not, consequences and off-screen processes that went missing, duplicates and contradictions. Compress what has gone stale.
    - An audit creates no new canon. Leave what cannot be reconciled [UNESTABLISHED], and only interrupt play for something the user must decide.
  notes:
  - title: CAMPAIGN_META
    container_path: RPG Campaign
    body: |
      Campaign identity and the play configuration the user approved. Read at the start of every new chat.

      SETUP PROCEDURE (while [SETUP_COMPLETE] is false)
      - Ask one step per message: setting and era; what the game should focus on; GM style (pacing, narration length, tone, difficulty, mechanics); detail settings (mortality, roll visibility, mystery, romance, humour, companions, how active the off-screen world is); world parameters (magic or technology, scale, sandbox or main conflict, travel detail); the player character; optional boundaries; then a sectioned summary for approval.
      - If the user answers several steps at once, accept them and skip those steps.
      - Never choose the setting, genre, tone, difficulty or character unless the user delegates that choice. "Create everything yourself" means propose a full configuration and still wait for approval.
      - Ask whether the GM may invent details of the character's past, and record the answer in PLAYER_CHARACTER.
      - After approval: fill in the configuration below, write only the canon that was agreed, set [SETUP_COMPLETE] true, then begin the first scene.

      [SETUP_COMPLETE] false
      [CAMPAIGN NAME]
      [SETTING]

      [PLAY_CONFIG]
      - pacing:
      - narration length:
      - tone:
      - difficulty:
      - mechanics:
      - roll visibility:
      - mortality:
      - mystery:
      - action suggestions: off
      - romance:
      - humour:
      - companions:
      - off-screen world:
      - violence description:
      - boundaries:

      [CONFIGURATION NOTES]
  - title: CURRENT_STATE
    container_path: RPG Campaign
    body: |
      The current scene only. Old values are replaced, never archived.

      [LOCATION]
      [TIME]
      [SCENE]
      [PARTICIPANTS]
      [PC STATE]
      [IMMEDIATE THREATS]
      [KEY DATA FOR THE NEXT TURN]
  - title: PLAYER_CHARACTER
    container_path: RPG Campaign
    body: |
      The player character's lasting state. Anything confiscated, lost or stored is marked unavailable here and tracked in ITEMS.

      [NAME]
      [BACKGROUND]
      [CONDITION]
      [ABILITIES]
      [RESOURCES]
      [KNOWLEDGE]
      [EQUIPMENT AVAILABLE NOW]
      [MAY THE GM INVENT PAST DETAILS] not yet decided
  - title: NPC
    container_path: RPG Campaign
    body: |
      One section per important NPC. Inactive NPCs can be shortened, but keep what they know, owe and promised.

      ## NPC: name
      [STATUS] active / inactive / dead / missing
      [LOCATION]
      [RELATIONSHIP]
      [HEALTH]
      [KNOWLEDGE]
      [HISTORICAL KNOWLEDGE]
      [GOALS]
      [OBLIGATIONS]
      [EPISTEMIC NOTES]
  - title: LOCATIONS
    container_path: RPG Campaign
    body: |
      One section per place that matters. Lasting traits, and what is currently different about it.

      ## Location: name
      [DESCRIPTION]
      [CURRENT CHANGES]
      [WHO IS HERE]
  - title: ITEMS
    container_path: RPG Campaign
    body: |
      One section per important item. Owner, holder, location and availability are separate facts.

      ## Item: name
      [STATUS]
      [OWNER]
      [HELD BY]
      [LOCATION]
      [AVAILABLE TO PC] available / confiscated / lost / stored / destroyed / unknown
      [CONDITION]
      [KNOWN PROPERTIES]
      [HIDDEN PROPERTIES]
  - title: THREADS
    container_path: RPG Campaign
    body: |
      Every unresolved problem as its own section. Not every thread is a quest. Resolved threads leave, after their lasting effects are saved elsewhere.

      ## Thread: name
      [TYPE] QUEST / MYSTERY / OBLIGATION / THREAT / CONSEQUENCE / PERSONAL GOAL / OTHER
      [STATUS] ACTIVE / DORMANT / RESOLVED / ABANDONED BY PLAYER
      [CORE]
      [KEY FACTS]
      [WITNESSES]
      [UNRESOLVED CONSEQUENCES]
  - title: FACTIONS
    container_path: RPG Campaign
    body: |
      One section per organisation. Stable identity only; ongoing activity belongs in WORLD_STATE.

      ## Faction: name
      [GOALS]
      [LEADERSHIP]
      [RESOURCES]
      [RELATIONSHIPS]
      [STANCE TOWARDS PC]
  - title: WORLD_STATE
    container_path: RPG Campaign
    body: |
      What is happening off screen. When a process ends, save its lasting result where it belongs, then remove it here.

      ## Process: name
      [WHO IS ACTING]
      [WHAT IS HAPPENING]
      [LIKELY NEXT DEVELOPMENT]
  - title: GM_SECRETS
    container_path: RPG Campaign
    body: |
      The hidden truth. Never revealed in narration, summaries or recaps.

      ## Secret: name
      [STATUS] hidden / partially revealed / revealed
      [GM SECRET]
      [WHO KNOWS]
      [WHO PARTLY KNOWS]
      [FALSE INFORMATION IN PLAY]
      [CLUES]
      [RED HERRINGS]
  - title: CHRONICLE
    container_path: RPG Campaign
    body: |
      Compressed history of outcomes that still matter. Not a turn log.

      ## Chapter or in-world date
      - outcome
      - lasting change
      - [RETCON] if any

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