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How to Use AI Without Letting It Run Your Game

There’s a moment I see happening at tables everywhere.
A GM sits down to prep for the week’s session. They open their notebook, stare at the half-finished dungeon sketch, sigh, and think, I’m too tired for this. I’ll just ask the AI to build something. Five minutes later, they’ve got a full quest line, a named NPC, a tragic backstory, and a color-coded dungeon. It’s fast. It’s convenient. And—if you squint—it almost feels like cheating.
Here’s the truth: AI is already at your table. More than half of adults in North America use AI tools regularly. Among younger players, weekly use is the norm. Even in tabletop communities, plenty of GMs admit they’re using AI somewhere in their prep, whether they talk about it openly or not.
The question isn’t if AI belongs in your game.
The question is who’s in charge.
This article is your bridge between curiosity and control. You’ll see exactly where AI adds magic, where it muddies the waters, and how to use it without losing your voice—or your table’s trust.
Let’s get into it.
The Line That Matters: Tool vs. Pilot
Imagine you’re running a theme park. AI can help with maps, signage, and backstage logistics. But no matter how sharp the tech is, you don’t hand the keys to the roller coaster to the intern who showed up yesterday.
AI is that intern.
It can help you brainstorm, outline, summarize, and polish. But it has no instinct for pacing, tone, or the social contract of tabletop RPGs. It doesn’t know your players. It doesn’t feel tension in the room. It can’t tell when your rogue is about to derail the entire session with a terrible idea.
That’s why your real job—your irreplaceable job—is being the interpreter of the moment.
And that starts with controlling how much authority you give to the tool.
Where AI Shines (and Where It Doesn’t)
Let’s break your workflow into three simple modes: Before, During, and After the game. Each mode has clear opportunities and clear boundaries that keep the fun in your hands.
Before the Game: AI as Your Intern
Think of prep as your workshop. This is where AI earns its keep—so long as you stay in the driver’s seat.
Best Uses
1. Brainstorming ideas when you’re stuck.
Say you need a villain with a motivation beyond “be evil.” Feed the AI a few constraints—location, tone, theme—and let it toss ten options at you. Maybe nine are unusable. That’s still one spark you didn’t have twenty minutes earlier.
2. Creating raw lists—names, locations, rumors.
You know that moment when your players ask, “What’s the name of the blacksmith?” and your brain goes blank? Build a list in advance. Use the AI to generate 50 names themed by culture or region. You don’t need to reinvent the wheel every session.
3. Drafting NPC flavor or item descriptions.
Use AI to produce a starting paragraph. Then rewrite it in your voice. This is the key. If you copy and paste AI text directly, it will feel generic. Your players will feel the tone shift. Your campaign voice matters.
4. Generating reference art.
Portraits, landscapes, props—AI is strong at visualizing ideas. I’ve used it to create “concept art” for a city so I didn’t spend hours googling. But I always tell players if an image is AI-generated so expectations stay clear.
Red Lines
- Don’t let AI write core story beats. If the climax of your campaign comes from a bot and not from you, you’ll feel disconnected from your own world.
- Don’t use it to write PC backstories without explicit player consent. Players need ownership over their characters.
- Don’t let it create complicated statblocks without checking them. AI often mishandles action economy, spell interactions, and CR math.
During the Game: AI as Your Lookup Tool
Once the session starts, your focus shifts. You’re juggling pacing, combat rhythm, player choices, emotional beats, and improvisation. This is where AI needs the tightest leash.
Safe Uses
1. Quick rules summaries.
Not rulings—summaries. For example: “What does the prone condition do again?”
You’re still making the ruling. AI is just giving you the bullet points faster than a book search.
2. On-the-fly names.
Players love meeting unexpected shopkeepers. AI can spit out a name list in advance or during a break.
3. Describing something you didn’t prep.
If players go sideways, you can ask the AI for a few descriptive prompts (not scripts) to inspire your narration.
Unsafe Uses
This is where GMs accidentally hand their campaign away.
1. Don’t let AI adjudicate rules.
AI can be confidently wrong. About spells. About action economy. About monster abilities. The tool was not designed for rules precision at the table. You were.
2. Don’t let AI dictate what happens in the story.
If you ask, “What does the villain do?” you’re handing narrative control to a system that doesn’t understand stakes or pacing. You decide what the villain does. The villain is yours.
3. Don’t let AI write live scene dialogue.
It’s slow, it’s stiff, and it disconnects you from the table’s emotional energy.
After the Game: AI as Your Archivist
This is where AI can save you the most time without harming your table culture.
Use it for:
- Session summaries
- NPC logs
- Encounter notes
- Timeline management
- Inventory tracking
- Lore indexing
- Campaign wikis
You’ve probably seen the stats—AI adoption in the workplace has doubled in the past few years, and people use it most for repetitive, routine tasks. This is exactly where it belongs in TTRPGs: behind the curtain, handling the boring stuff.
But still avoid:
- Creating events that didn’t happen
- “Enhancing” scenes players didn’t see
- Inventing lore your world doesn’t support
- Replacing your campaign voice with AI prose
Your players trust you to remember the story they told—not to let a tool rewrite it for convenience.
AI Session Zero: The Safety Tool You Didn’t Know You Needed
If you’re going to use AI in your game, talk to your players. A quick five-minute conversation now prevents misunderstandings later.
Here’s a simple checklist you can steal for your next Session Zero:
1. What tools will you be using?
Let players know up front if AI helps generate art, dialogue starters, or summaries.
2. What won’t you use AI for?
This is huge. Tell them you won’t:
- Let AI control story outcomes
- Let AI adjudicate rules
- Use AI without reviewing the output
- Write PC content unless asked
3. How can players opt out?
Some players may not want AI art of their characters. Give them that choice.
4. How will AI content be credited?
Transparency builds trust. Even a small “generated with assistance” note is enough.
5. Where does your campaign data go?
If you’re using cloud tools, reassure your players about what you’re inputting and why.
This is how you protect player agency and your table’s social contract.
Four Ways AI Overuse Backfires
Let’s talk about the real dangers—because they’re not the ones people usually expect.
1. Your game loses its voice.
AI prose has a “clean but bland” sound. Overuse makes your campaign feel generic.
Fix: Never use AI text without rewriting it. Use the rhythm and tone your players know.
2. Continuity gets messy.
AI doesn’t remember your canon unless you force-feed it context. It will contradict itself and you.
Fix: Treat AI as notes, not truth. You decide what makes it into the world.
3. Players feel cheated.
If they learn that entire arcs, NPCs, or emotional moments were machine-written, they may feel disconnected from your story.
Fix: Use AI for prep and grunt work, not emotional beats or plot pillars.
4. You stop growing as a GM.
If AI does the creative heavy lifting, your improvisation muscles atrophy.
Fix: Use AI to speed work, not replace skill. Always revise, shape, and decide.
Tools That Keep You in Control
When people talk about AI “taking over,” they imagine monolithic cloud systems doing everything for them. But the safer trend is in the opposite direction: tools that support you, not replace you.
Good examples include:
- Local note-taking assistants
- VTT-integrated helpers that recall your campaign notes
- Prompt organizers for NPCs, dungeons, or items
- Name generators
- Timeline managers
- AI art tools used only for inspiration
The best tools don’t propose new canon. They surface your canon faster.
The Bottom Line: AI Is a Powerful Magic Item—Attune Carefully
Like any rare artifact in your world, AI carries benefits and risks. It saves time. It generates ideas. It keeps you organized. But if you hand it narrative control, it will steer your campaign into uncanny territory.
Use it before the session for brainstorming.
Use it during the session for quick lookups.
Use it after the session for organization.
But the moment you let it write the story or make decisions, you’re no longer the one running the game.
Your players came to see your world.
Your voice.
Your judgment.
Your sense of adventure.
AI helps you build the stage.
You run the show.
Call to Action
Take ten minutes this week and create your own AI boundaries. Decide what AI is allowed to do—and what it’s not. Try an AI Session Zero. Rewrite one AI-generated paragraph in your own voice. Notice how much better it feels.
You don’t need to fear AI.
You just need to keep your hands on the reins.
How to Improvise Entire Story Arcs From Player Backstories

If you’ve ever read a character backstory and thought, “Great, but how do I turn this into actual content?”, you’re not alone. Every GM wants to give their players meaningful personal arcs, but most don’t know where to start—or worse, they try and the campaign derails into a six-session detour about someone’s missing brother.
Here’s the secret:
You don’t need a novel. You need levers.
Once you understand how to extract the right levers from a player’s backstory, you can improvise entire arcs on command—no 20-page lore-prep, no fragile plotline, no stress. Just a structured approach you can deploy at the table in real time.
Today’s article breaks down exactly how to do that using case studies, real practical techniques, and a workflow you can steal. This method works in campaigns, one-shots, or anything in between, and it pairs beautifully with modular GM techniques from the Pointy Hat Writing Style Codex.
Let’s break it down.
Why Backstory Arcs Matter More Than GMs Expect
Surveys across major RPG communities show that:
- 70% of players list personal backstory payoffs as a top-three highlight of any campaign.
- Over half of GMs report struggling to improvise backstory elements on the spot.
- Backstory arcs improve long-term group retention by 30–40%—because when the game feels personal, players stay invested.
But you’ve probably also seen the downsides:
- Backstories too long to use.
- Players expecting their arc to become the campaign.
- GMs afraid to “ruin” the player’s vision.
- Improvised content that turns into a pacing disaster.
The goal here isn’t to “honor” a backstory like a sacred text.
It’s to extract the parts that make great gameplay and improvise arcs that feel intentional, earned, and dramatic—while keeping the campaign moving.
The Backstory Extraction Method: 5 Minutes to Everything You Need
You only need five things from a backstory:
- A person (NPC)
- A place (location)
- A wound (emotional or narrative)
- A secret (known or unknown)
- A relationship (ally, rival, family, mentor)
This is a fast GM exercise. Take anything the player writes, boil it down to these five elements, and ignore the rest. These are the levers you can pull to spark an arc.
Let’s do a real example.
Case Study: The Ranger’s Missing Brother
Raw backstory text:
“My brother vanished when I was young during a border raid. The militia said he died, but they never found his body. My mother never forgave them.”
Extracted levers:
- Person: The brother
- Place: The borderlands
- Wound: Abandonment and guilt
- Secret: The militia lied
- Relationship: Mother’s unresolved anger
With these five levers, you can improvise:
- A rumor
- A survivor
- A cult that took him
- A false witness
- A forgotten battlefield
- A jailbreak
- A final confrontation
You don’t need more than that.
Improvisation thrives on constraints, and this method creates just enough structure to let you pivot whenever players surprise you.
The Three-Session Arc Formula
Most backstory arcs fail because they’re too big. They balloon from “cool personal moment” to “entire alternate campaign.” The fix is simple:
Never plan a backstory arc longer than three sessions.
Use this structure:
- Discovery – The hook appears naturally in play.
- Confrontation – The truth hits back.
- Resolution – A choice, a cost, or a victory.
This compact shape ensures:
- No pacing drag.
- Every player stays involved.
- Stakes escalate cleanly.
- The arc feels complete, even if improvised.
Let’s walk through each step using the Ranger example.
1. Discovery: The Spark
You don’t drop a cutscene.
You don’t pause the world to announce “It’s your backstory episode.”
Instead, introduce a diegetic spark during normal play.
The party passes through a town near the border. A hunter mentions seeing “a man matching your description” traveling with a strange group. A casual Perception check reveals the man’s cloak clasp matches the mother’s family crest.
Simple. Organic. No prep.
This step takes 15 minutes at the table but feels massive to the player.
2. Confrontation: The Arc Comes Alive
When the party investigates, they uncover a militia cover-up. Maybe they find an officer who lied about the brother’s death. Maybe a cult abducted border citizens for experiments. Maybe the brother survived but was twisted by something.
It doesn’t matter.
You improvise based on what the players pursue.
What matters is this:
- Someone lies.
- Someone suffers.
- Something is wrong.
A backstory arc must confront the wound.
3. Resolution: The Choice
Good arcs end with choice, not spectacle.
Three clean options work every time:
- Save the lost character
- Confront the betrayer
- Move on with closure
For example:
- The brother is alive but corrupted. Cure him? Kill him? Free him?
- The militia captain begs for forgiveness. Accept it? Expose him?
- The mother’s truth is worse than the lie.
When you end on a decisive moment, even a three-session arc feels like a season finale.
Why Improvisation Works Better Than Prep
Improvised backstory arcs outperform pre-written ones because:
- Players shape the direction.
- You only reveal content they actively chase.
- The story responds to their emotions in real time.
- No prep is wasted if they ignore it.
- Surprises land harder because they feel unplanned.
Improvisation isn’t chaos—it’s modularity, the same principle used in battlefield actions, dynamic encounters, and the Pointy Hat modular philosophy.
You prep levers, not outcomes.
You prep beats, not scripts.
You prep NPC motives, not scenes.
This keeps everything flexible.
How to Start Improvising Backstory Arcs Live at the Table
Here’s a simple step-by-step workflow to use during play.
1. Listen for Player Prompts
Players reveal what they care about:
- “I check for signs of raiders.”
- “Any news from my homeland?”
- “Do I see any holy symbols of my old order?”
Each prompt is an invitation.
Use it.
2. Drop a Spark, Not a Plotline
Give something small and actionable:
- A torn cloak.
- A familiar song.
- A cryptic letter.
- A witness who fled.
You’re not writing a novel.
You’re dropping breadcrumbs.
3. Build on Player Questions
When players ask questions, answer in a way that escalates.
- “Why did he leave?” → “He didn’t.”
- “Who took her?” → “Someone who knew your name.”
- “Why is the town afraid?” → “Because your family came back last week.”
Player questions become the skeleton of the arc.
4. Introduce Opposition
Every backstory arc needs one of these:
- A rival
- A corrupt captain
- A cult leader
- A twisted version of a loved one
Opposition gives the arc its teeth.
5. Give the Whole Party a Stake
Never isolate one player for long.
Tie the arc to:
- A faction the party already fights
- A curse affecting everyone
- A location connected to the main plot
- A magic item of group benefit
- A villain who threatens all of them
Everyone should benefit from helping.
6. End with a Choice That Changes Something
Action without consequence is filler.
Meaningful backstory arcs always change:
- A relationship
- A belief
- A faction
- A responsibility
- A wound
The world should feel different after the arc ends.
Three More Case Studies to Show the System in Action
Here are three quick examples based on real table scenarios GMs face constantly.
Case Study 2: The Warlock’s Missing Patron
Backstory Lever Extraction:
- Person: The patron
- Place: Realm of Shadow
- Wound: Abandonment
- Secret: Contract tampering
- Relationship: Former mentor
Session Breakdown:
Session 1 – Discovery
The warlock’s magic flickers during a fight. A shard of the patron’s power falls from the sky like a dying star.
Session 2 – Confrontation
A rival cosmic entity appears, claiming ownership over the patron. The warlock learns their contract was stolen.
Session 3 – Resolution
Choice:
- Restore their old patron
- Accept the new one
- Break the pact and forge a new path
Clean, simple, dramatic.
Case Study 3: The Paladin’s Exile
Levers:
- Person: False witness
- Place: Holy citadel
- Wound: Disgrace
- Secret: Political plot
- Relationship: Mentor torn between loyalty and fear
Arc Outline:
Discovery:
The party meets a knight who claims the paladin is wanted.
Confrontation:
A zealot faction captures them for a “trial.” The false witness confesses under pressure.
Resolution:
The paladin chooses between reclaiming honor or rejecting the order forever.
Case Study 4: The Rogue’s Criminal Past
Levers:
- Person: Old crew leader
- Place: Docks
- Wound: Betrayal
- Secret: Hidden treasure
- Relationship: Ex-partner turned enemy
Arc Outline:
Discovery:
A message carved into the rogue’s old dagger: “We’re not done.”
Confrontation:
The ex-partner returns with a new gang and demands the rogue open the vault.
Resolution:
Share the treasure?
Burn the vault?
Take the throne?
Each choice fuels future storylines.
How to Keep the Arc From Derailing the Campaign
A player’s personal story can’t become the whole story.
Use these guardrails:
1. Three Sessions, Max
The arc should feel complete without taking over the campaign.
2. Keep Rewards Group-Focused
Magic items, intel, allies, new regions—everyone benefits.
3. Never Pause the Main Plot
Tie arcs into:
- existing factions
- ongoing enemies
- world events
- NPC crossovers
4. Let the Party Choose to Engage
If they don’t bite, the arc can pause until they do.
5. Recycle What You Don’t Use
Unused NPCs or twists can be cannibalized later.
How to Use Backstory Arcs in Published Adventures
This is where many GMs struggle.
But the truth is: published campaigns want you to do this.
Here’s how to do it cleanly:
1. Turn Backstory NPCs into Adventure NPCs
- Missing brother? One of the AP’s villains took him.
- Corrupt order? Tie them to the AP’s cult.
- Lost mentor? Prisoner in the AP’s dungeon.
2. Turn Backstory Locations into Adventure Locations
Swap a generic dungeon for a personal one.
3. Turn Backstory Secrets into Plot Clues
If a player has a mysterious past:
The AP’s big villain had a hand in it.
4. Tie Backstory Arcs to Major Beats
Insert them at natural story “breathing points”:
- between chapters
- after boss fights
- during downtime
- on travel days
Backstory arcs fit easily as long as you avoid wedging them into crowded chapters.
The Backstory Clock: A Simple Tracking Tool
Borrowing the concept of faction clocks, a Backstory Clock tracks progress in the arc.
Every time players:
- investigate
- confront
- learn
- follow up
Tick the clock.
When full, trigger the final confrontation.
It keeps arcs controlled, predictable, and satisfying.
The NPC Reversal Technique
An easy trick when you’re stuck improvising:
Take any NPC from the backstory and turn them into one of five things:
- Betrayer
- Victim
- Impostor
- Pawn
- Secret ally
This creates instant tension with almost no prep.
Example:
Paladin’s ex-mentor?
Turned out he was framed and tortured by the zealot faction—now he begs for help.
Instant drama. Zero effort.
Sample Backstory Prompts
1. Five-Sentence Backstory Prompts
Perfect for players who overwrite.
- Who was the most important person in your life before adventuring, and what did they teach you?
- What event forced you to leave home or change your path?
- What wound—emotional or physical—still affects you today?
- What secret are you keeping from the party?
- Who out there wants something from you right now?
2. “Lever Extraction” Prompts
Designed for GMs who want clean narrative levers.
Person:
Who is someone from your past whose opinion still matters to you, even if you pretend it doesn’t?
Place:
What location from your history would you avoid returning to unless you had no choice?
Wound:
What loss or failure still shapes how you act?
Secret:
What truth—about you or your past—would cause immediate trouble if revealed?
Relationship:
Who did you leave behind, and what unfinished business do you share?
3. Conflict-Driven Backstory Prompts
Every answer gives you a usable antagonist or tension.
- Who betrayed you, and why do you think they did it?
- Which group, order, gang, or faction desperately wants you back?
- What law did you break (or were accused of breaking), and who still cares?
- Who did you fail to save, and what were the consequences?
- What debt—monetary or moral—do you still owe?
4. Identity & Motivation Prompts
Helps you connect personal arcs to character choices.
- What belief or principle would you kill for?
- What belief or principle would you break?
- What symbol, object, or heirloom represents your past?
- What do you fear becoming?
- What do you hope the world remembers you for?
5. Adventure-Ready Prompts
Designed so every answer becomes a quest hook.
- Name an NPC you desperately want to find—alive or dead.
- Describe something you stole that someone might want back.
- What rumor from your past always follows you?
- Who gave you your first scar?
- What mistake haunts you, even now?
6. Relationship-Centric Prompts
Great for dramatic arcs.
- Who loved you, and why did you leave them?
- Who hates you, and why won’t they let it go?
- Who protected you when you were young, and where are they now?
- Who do you still owe the truth?
- Who swore an oath involving you—and what was it?
7. “GM’s Dream” Backstory Prompts
These create perfect modular arcs with minimal work.
- What name do you avoid saying out loud?
- What location would break you emotionally if you returned?
- Who did you disappoint that you still want to impress?
- What power did you once taste that you should never taste again?
- What unfinished promise still hangs over your head?
8. Optional Group Backstory Prompts
For tighter party cohesion.
- Which two members of the party have seen you at your worst—and what happened?
- Which player character reminds you of someone from your past?
- What shared event binds the group together?
- What physical token connects your characters?
- What threat ties all your histories together?
Conclusion: Backstory Arcs Don’t Need Prep—They Need Structure
You can build entire arcs from a few sentences if you know how to extract the right levers.
All you need is:
- the Backstory Extraction Method
- the Three-Session Arc formula
- modular, flexible improv beats
- player-driven questions
- meaningful choices
- shared-party stakes
When you do this right:
- arcs feel complete
- players feel seen
- the campaign stays focused
- improvisation feels intentional
- pacing never collapses
This is the heart of character-driven storytelling.





