Earlier quoted context omitted.
Two reasons: 1) "LLM DM" isn't merely mean substituting for human DM in a D&D session. The same capability can be used as a component in a video game, to breathe life into the game world, have it interactively react and evolve along with the player. EDIT: Take a game like Rimworld, that relies on a scripted RNG dubbed a "storyteller", to decide what random events to hit you with and how hard. It's fun early on, but i…
> An LLM DM is exactly what could add that story, make overcoming challenges feel meaningful and allow for player decisions to actually impact the world deeply. No it's not. I don't think you're going to find an LLM with a large enough context window to have a meaningfully involving story spanning multiple sessions. An LLM isn't going to craft a story element tailored to a character, or more importantly, an individua…
Sure you will.
> An LLM isn't going to craft a story element tailored to a character, or more importantly, an individual player.
Sure it is.
> An LLM also doesn't really understand the game rules and isn't going to be able to adjudicate house rules based on fun factor.
Sure it will.
You need to use the tools for their purpose, not for the opposite of it. LLMs have finite context, you need to manage it. LLMs don't have a built-in loop, you need to supply it.
Character stats, names, details about players - those are inputs, and structured ones at that. LLMs shouldn't store them - that's what storage media are for, whether in-memory or a database or a piece of paper. Nor should they manipulate them directly - that's what game systems are for, whether implemented in code or in a rulebook run on a human DM. LLMs are to make decisions - local, intuitive decisions, based on what is in their context. That could be deciding what a character says in a given situation. Or how to continue the story based on worldbuilding database. Or how to update the worldbuilding database based on what it just added to the story. Etc.