{"passport":{"unfragile":{"@version":"1.0","version":"2026-05","artifact":{"id":"tool_v3rpg","slug":"v3rpg","name":"V3rpg","type":"product","url":"https://landing.v3rpg.com","page_url":"https://unfragile.ai/v3rpg","categories":["app-builders"],"tags":[],"pricing":{"model":"paid","free":false,"starting_price":null},"status":"active","verified":false},"capabilities":[{"id":"tool_v3rpg__cap_0","uri":"capability://text.generation.language.dynamic.narrative.generation.with.player.adaptation","name":"dynamic-narrative-generation-with-player-adaptation","description":"Generates branching narrative content in real-time that adapts to player choices using contextual language models rather than pre-authored decision trees. The system maintains narrative state (character positions, plot threads, world conditions) and regenerates story segments based on player actions, ensuring each narrative path feels organic rather than selecting from predetermined branches. Uses natural language understanding to interpret player intent and inject it into the ongoing story context.","intents":["I want to run an RPG campaign without spending weeks preparing content or learning a rulebook","I need the story to respond meaningfully to my players' creative decisions, not just follow a script","I want to avoid the bottleneck of finding and coordinating with a human game master"],"best_for":["casual gaming groups playing 1-3 hour sessions without campaign continuity requirements","solo players exploring narrative-driven experiences without multiplayer coordination","teams prototyping RPG mechanics before investing in professional game design"],"limitations":["AI-generated narratives lack thematic consistency across multi-session campaigns — tonal shifts and continuity breaks occur when context window resets","No built-in constraint system for world rules — players can exploit narrative inconsistencies by requesting contradictory outcomes","Latency of 2-5 seconds per narrative generation creates pacing friction in real-time play","Cannot maintain complex multi-threaded plot arcs; tends toward episodic, self-contained stories"],"requires":["Internet connection for cloud-based LLM inference","Player familiarity with natural language interaction (no GUI-based action selection)","Minimum 2 players for meaningful multiplayer synchronization"],"input_types":["natural language player actions and dialogue","character attributes and inventory state","world configuration parameters"],"output_types":["narrative text segments (200-500 words per turn)","structured game state updates (character positions, NPC reactions)","environmental descriptions"],"categories":["text-generation-language","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_v3rpg__cap_1","uri":"capability://automation.workflow.multiplayer.session.synchronization.and.state.management","name":"multiplayer-session-synchronization-and-state-management","description":"Coordinates real-time game state across multiple remote players using a central server that broadcasts narrative updates, player actions, and world state changes. Implements conflict resolution for simultaneous player actions (e.g., two players attempting incompatible actions in the same turn) and maintains a shared game clock to ensure turn order and action timing are consistent across all clients. Uses WebSocket or similar protocol for low-latency state propagation.","intents":["I want my remote gaming group to play together without complex voice coordination or external tools","I need to ensure all players see the same story state and don't experience narrative desynchronization","I want turn-based or real-time action resolution that fairly handles simultaneous player inputs"],"best_for":["distributed gaming groups across time zones or geographies","teams testing multiplayer RPG mechanics without building custom networking infrastructure","casual players who want plug-and-play multiplayer without learning server administration"],"limitations":["No built-in persistence layer — session state is lost if the server restarts; requires external database integration for campaign continuity","Conflict resolution for simultaneous actions uses simple priority rules (first-come-first-served or action-type precedence) rather than game-logic-aware arbitration","Latency variance across players can create perceived unfairness in action ordering; no client-side prediction to mask network delays","Maximum concurrent players per session unknown — likely limited to 4-8 before narrative coherence degrades"],"requires":["Stable internet connection with <200ms latency for acceptable responsiveness","All players on the same V3rpg server instance","Browser or native client supporting WebSocket or equivalent real-time protocol"],"input_types":["player action commands (text or structured)","character state snapshots","turn-order metadata"],"output_types":["synchronized game state JSON","narrative updates broadcast to all clients","action resolution confirmations"],"categories":["automation-workflow","tool-use-integration"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_v3rpg__cap_2","uri":"capability://text.generation.language.natural.language.player.action.interpretation","name":"natural-language-player-action-interpretation","description":"Parses free-form player input (e.g., 'I sneak around the guards and try to steal the amulet') into structured game actions (move, stealth check, theft attempt) using NLP and intent classification. Maps player intent to game mechanics (e.g., determining which skill check applies) without requiring players to specify mechanical details. Handles ambiguous or incomplete instructions by asking clarifying questions or making reasonable assumptions based on game context.","intents":["I want players to describe actions naturally without learning game mechanics or syntax","I need the system to infer which game rules apply to a player's action automatically","I want to support creative, unexpected player actions that weren't pre-programmed"],"best_for":["new RPG players unfamiliar with mechanical systems","groups prioritizing narrative immersion over mechanical precision","solo players exploring open-ended scenarios without a rules reference"],"limitations":["Ambiguous actions (e.g., 'I do something clever') require follow-up clarification, adding latency and breaking narrative flow","No understanding of custom game rules — system assumes standard RPG mechanics (ability checks, damage rolls) and cannot adapt to house rules without retraining","Sarcasm, metaphor, and indirect speech are frequently misinterpreted as literal actions","Cannot distinguish between in-character roleplay and out-of-character meta-discussion, leading to narrative contamination"],"requires":["English-language input (other languages unknown)","Sufficient context in the narrative state to infer action mechanics","Players willing to accept system interpretations or provide clarifications"],"input_types":["natural language player action descriptions","character sheet data (abilities, skills, inventory)","current narrative context"],"output_types":["structured action objects (action type, target, difficulty modifier)","clarification questions (if needed)","mechanical resolution (success/failure, damage, state changes)"],"categories":["text-generation-language","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_v3rpg__cap_3","uri":"capability://planning.reasoning.game.master.elimination.through.ai.arbitration","name":"game-master-elimination-through-ai-arbitration","description":"Replaces the human game master role by using the LLM to adjudicate rule outcomes, determine success/failure of player actions, and make narrative decisions (NPC reactions, environmental consequences) without human intervention. The system applies implicit game rules (ability checks, damage calculations, skill proficiency modifiers) derived from the character sheet and world state, then generates narrative descriptions of the outcomes. Handles edge cases and rule conflicts by generating plausible resolutions on-the-fly.","intents":["I want to play RPGs with my friends but we don't have a dedicated game master available","I need consistent rule adjudication without a human referee","I want to avoid the preparation burden of being a game master"],"best_for":["groups of 2-4 casual players seeking low-commitment gaming","solo players wanting guided narrative experiences without external facilitation","teams exploring AI-driven game design without hiring professional game designers"],"limitations":["AI arbitration lacks the fairness and consistency of human judgment — outcomes can be biased toward dramatic narrative over mechanical balance","No support for complex rule interactions (e.g., feat combinations, spell interactions) — system tends toward simplistic resolution","Cannot enforce house rules or custom mechanics; defaults to generic RPG assumptions","Difficulty scaling is implicit and inconsistent — some encounters may be trivially easy while others are unwinnable","No appeal mechanism if players disagree with a ruling; decisions are final and non-negotiable"],"requires":["Clear character sheet format (ability scores, skills, equipment)","Implicit agreement on which RPG system rules apply (D&D 5e, Pathfinder, etc.)","Players accepting AI decisions without debate"],"input_types":["character attributes and abilities","player action descriptions","world state and NPC data"],"output_types":["success/failure determinations","damage and effect calculations","narrative descriptions of outcomes","NPC reactions and world state updates"],"categories":["planning-reasoning","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_v3rpg__cap_4","uri":"capability://data.processing.analysis.character.sheet.and.inventory.state.persistence","name":"character-sheet-and-inventory-state-persistence","description":"Maintains character attributes (ability scores, skills, hit points), inventory, equipment, and progression state across multiple game sessions. Stores character data in a structured format (likely JSON or database records) and synchronizes updates when players take actions that modify state (e.g., gaining experience, taking damage, acquiring items). Provides character creation workflows that guide players through defining initial attributes and equipment.","intents":["I want my character to persist across multiple gaming sessions without manual re-entry","I need to track inventory, equipment, and ability changes as my character progresses","I want a simple character creation process that doesn't require learning complex mechanics"],"best_for":["players running multi-session campaigns or ongoing characters","casual players who want character progression without spreadsheet management","groups testing character progression mechanics"],"limitations":["Character sheet format is likely fixed and cannot be customized for non-standard RPG systems","No built-in support for complex character builds (multiclassing, prestige classes, feat combinations)","Inventory management is likely simplified (no weight limits, encumbrance, or item degradation)","No version control or character history — cannot revert to previous states if a mistake occurs","Export/import functionality unknown — may be locked into the V3rpg platform"],"requires":["User account with persistent storage","Character sheet template matching the supported RPG system","Internet connection to sync state changes"],"input_types":["character creation form data (name, race, class, ability scores)","action results (damage taken, experience gained, items acquired)","manual character edits"],"output_types":["character sheet JSON or structured data","inventory lists","progression summaries","character export (format unknown)"],"categories":["data-processing-analysis","memory-knowledge"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_v3rpg__cap_5","uri":"capability://data.processing.analysis.world.configuration.and.setting.definition","name":"world-configuration-and-setting-definition","description":"Allows players or game masters to define world parameters (setting, tone, available magic systems, factions, NPCs) that constrain narrative generation and ensure story coherence. Stores world configuration as structured metadata that is injected into the LLM prompt context, guiding the AI to generate narratives consistent with the defined world. Supports predefined world templates (fantasy, sci-fi, modern) as starting points.","intents":["I want to define the world my story takes place in without writing a full setting document","I need the AI to respect my world's rules and lore when generating narratives","I want to customize the tone and themes of the campaign"],"best_for":["groups wanting a consistent world without extensive worldbuilding effort","casual players using predefined templates","teams prototyping world-building tools"],"limitations":["World configuration is likely limited to simple parameters (setting type, tone, available magic) rather than detailed lore","No constraint enforcement — AI may violate world rules if they conflict with narrative drama","Cannot define complex faction relationships, political dynamics, or historical events that affect narrative","Predefined templates are generic and may not match specific campaign visions","No version control for world changes — updates may break narrative continuity"],"requires":["World configuration form or template selection","Clear description of world parameters in natural language or structured format"],"input_types":["world template selection","custom world parameters (setting, tone, magic system, factions)","NPC and location definitions"],"output_types":["world configuration JSON","world summary for narrative context","constraint rules for narrative generation"],"categories":["data-processing-analysis","memory-knowledge"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_v3rpg__cap_6","uri":"capability://planning.reasoning.turn.based.action.resolution.with.skill.checks","name":"turn-based-action-resolution-with-skill-checks","description":"Implements turn-based combat and skill challenge resolution by mapping player actions to ability checks (e.g., Strength, Dexterity, Intelligence) and determining success/failure based on character abilities and difficulty modifiers. Generates random outcomes using implicit dice rolls (e.g., d20 rolls for D&D 5e) without requiring players to manually roll dice. Applies damage calculations and status effects based on action outcomes.","intents":["I want combat and challenges to feel fair and mechanically consistent without manual dice rolling","I need the system to determine success/failure based on my character's abilities","I want to understand why an action succeeded or failed"],"best_for":["players familiar with d20-based RPG systems (D&D 5e, Pathfinder)","groups wanting mechanical fairness without manual dice management","casual players who don't want to learn probability or dice mechanics"],"limitations":["Skill check mechanics are likely simplified and may not support complex ability interactions (advantage/disadvantage, inspiration, etc.)","Difficulty scaling is implicit and may be inconsistent across encounters","No support for critical success/failure mechanics or fumble rules","Damage calculations are likely simplified (no crit multipliers, resistance/vulnerability handling may be incomplete)","No support for non-d20 systems (e.g., d100, Fudge dice, narrative-only resolution)"],"requires":["Character sheet with ability scores and skill modifiers","Implicit agreement on d20-based mechanics","Turn-based action format (player declares action, system resolves)"],"input_types":["player action descriptions","target difficulty class (DC) or opponent stats","character ability scores and skill modifiers"],"output_types":["success/failure determination","damage or effect results","narrative description of outcome","status effect updates"],"categories":["planning-reasoning","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_v3rpg__cap_7","uri":"capability://text.generation.language.npc.generation.and.interaction.management","name":"npc-generation-and-interaction-management","description":"Generates non-player characters (NPCs) with personalities, motivations, and dialogue on-demand based on narrative context and world configuration. Creates NPC responses to player actions using the LLM, ensuring dialogue feels natural and contextually appropriate. Maintains NPC state (relationships with players, knowledge, inventory) across sessions to enable recurring characters and relationship progression.","intents":["I want NPCs that feel alive and respond meaningfully to player interactions","I need recurring characters that remember previous interactions with players","I want NPC dialogue to feel natural without pre-written scripts"],"best_for":["narrative-focused campaigns prioritizing roleplay and character interaction","groups wanting dynamic NPC behavior without extensive preparation","solo players exploring dialogue-heavy scenarios"],"limitations":["NPC personalities are generated on-the-fly and may be inconsistent across sessions if state is not properly maintained","No support for complex NPC motivations or long-term character arcs — NPCs tend toward episodic interactions","NPC dialogue can be verbose or repetitive; no built-in dialogue optimization","Limited NPC agency — NPCs react to player actions but rarely initiate complex plans or goals","No support for NPC-to-NPC interactions or faction dynamics"],"requires":["NPC definition format (name, role, personality traits)","World context to inform NPC generation","Character state persistence for recurring NPCs"],"input_types":["NPC definition (name, role, personality)","player action or dialogue","world context and faction information","NPC relationship history"],"output_types":["NPC dialogue responses","NPC actions and reactions","relationship updates","NPC state changes (knowledge gained, items traded, etc.)"],"categories":["text-generation-language","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_v3rpg__cap_8","uri":"capability://memory.knowledge.session.history.and.recap.generation","name":"session-history-and-recap-generation","description":"Maintains a log of narrative events, player actions, and outcomes from previous sessions and generates summaries or recaps to help players remember campaign context. Uses the narrative history to inform subsequent session generation, ensuring continuity and allowing callbacks to previous events. Provides session transcripts or structured event logs that players can review.","intents":["I want to remember what happened in previous sessions without manually taking notes","I need the AI to reference previous events when generating new narratives","I want a summary of the campaign so far before starting a new session"],"best_for":["multi-session campaigns where continuity is important","players with limited time between sessions who need context refreshers","groups wanting to build on previous story arcs"],"limitations":["Session history is likely stored as raw narrative text rather than structured events, making it difficult to query or filter","Recap generation may miss important details or misrepresent events if the narrative was ambiguous","No built-in timeline or chronology — difficult to understand the sequence of events across sessions","History may become too large to fit in the LLM context window, forcing truncation or summarization that loses details","No player-controlled annotations or note-taking — all history is AI-generated"],"requires":["Session logging enabled (automatic or manual)","Sufficient storage for narrative history","Context window large enough to include relevant history in prompt"],"input_types":["narrative text from previous sessions","player action logs","world state snapshots"],"output_types":["session recap text","event timeline","character relationship summaries","plot thread summaries"],"categories":["memory-knowledge","text-generation-language"],"confidence":0.5,"matches":0,"success_rate":0}],"trust":{"score":38,"verified":false,"data_access_risk":"high","permissions":["Internet connection for cloud-based LLM inference","Player familiarity with natural language interaction (no GUI-based action selection)","Minimum 2 players for meaningful multiplayer synchronization","Stable internet connection with <200ms latency for acceptable responsiveness","All players on the same V3rpg server instance","Browser or native client supporting WebSocket or equivalent real-time protocol","English-language input (other languages unknown)","Sufficient context in the narrative state to infer action mechanics","Players willing to accept system interpretations or provide clarifications","Clear character sheet format (ability scores, skills, equipment)"],"failure_modes":["AI-generated narratives lack thematic consistency across multi-session campaigns — tonal shifts and continuity breaks occur when context window resets","No built-in constraint system for world rules — players can exploit narrative inconsistencies by requesting contradictory outcomes","Latency of 2-5 seconds per narrative generation creates pacing friction in real-time play","Cannot maintain complex multi-threaded plot arcs; tends toward episodic, self-contained stories","No built-in persistence layer — session state is lost if the server restarts; requires external database integration for campaign continuity","Conflict resolution for simultaneous actions uses simple priority rules (first-come-first-served or action-type precedence) rather than game-logic-aware arbitration","Latency variance across players can create perceived unfairness in action ordering; no client-side prediction to mask network delays","Maximum concurrent players per session unknown — likely limited to 4-8 before narrative coherence degrades","Ambiguous actions (e.g., 'I do something clever') require follow-up clarification, adding latency and breaking narrative flow","No understanding of custom game rules — system assumes standard RPG mechanics (ability checks, damage rolls) and cannot adapt to house rules without retraining","builder identity is not verified yet","no observed match outcomes yet"],"rank_breakdown":{"adoption":0.2833333333333333,"quality":0.63,"ecosystem":0.25,"match_graph":0.25,"freshness":0.75,"weights":{"adoption":0.25,"quality":0.25,"ecosystem":0.1,"match_graph":0.35,"freshness":0.05}},"observed_outcomes":{"matches":0,"success_rate":0,"avg_confidence":0,"top_intents":[],"last_matched_at":null},"maintenance":{"status":"active","updated_at":"2026-05-24T12:16:33.649Z","last_scraped_at":"2026-04-05T13:23:42.562Z","last_commit":null},"community":{"stars":null,"forks":null,"weekly_downloads":null,"model_downloads":null,"model_likes":null}},"distribution":{"claim_url":"https://unfragile.ai/submit?claim=v3rpg","compare_url":"https://unfragile.ai/compare?artifact=v3rpg"}},"signature":"+lKd8UeMTsmqQy+l6cCqQzgH64ciFKUHPGIaHf3WRkthjXgHGyLPObq+QCtzmcDE9IR5Rc+s9T7w76rDiLEkCA==","signedAt":"2026-06-20T01:49:15.868Z","signedBy":"unfragile.ai","version":1},"_links":{"self":"https://unfragile.ai/api/v1/passport/v3rpg","artifact":"https://unfragile.ai/v3rpg","verify":"https://unfragile.ai/api/v1/verify?slug=v3rpg","publicKey":"https://unfragile.ai/api/v1/trust-passport-public-key","spec":"https://unfragile.ai/trust","schema":"https://unfragile.ai/schema.json","docs":"https://unfragile.ai/docs"}}