Stardate Log

Stardate Log

Last updated
Apr 25, 2026

August 2023 - Digital Tracker

This project first started when I got my hands on the newly released Star Trek Adventures - Captain's Log solo RPG. I just wanted a digital ledger to track my games so that I could try to play on the go.

March 2026 - Agents in Open Code

A renewed interest in the star trek universe. One of the things I butt up against with solo play is around creativity and surprise. Given the ramp up of LLMs and some more capable local LLMs becoming more viable, I tried an approach where I established separate agents, skills, and commands within open code in an attempt to have the game state managed for me while I interacted directly within open code itself. I would swap from the main narrative agent to the GM agent if I needed to ask a question "out of character". It was interesting, but ultimately the local models I was using were either slow or struggling to maintain the mass of markdown state files that was needed.

April 2026 - Agents as an API

I shifted this project into an exploration of how i might craft a dedicated suite of prompts and agents to act less like a game master, but more as a showrunner. The main change was a departure of an open code approach into a client/server situation where the server would manage state and call into the LLms through an API.

Chat conversation LLMs, especially local ones, are super prone to hallucinating as a session grows, which is trivial for the amount of interactions in solo play. I looked to cut down on hallucinations by defining a structured graph of knowledge like species, planets, ships, characters, sets, and locations. Combining this with a more specific sequence of dedicated prompts resulted in a better adherence to the story at hand.

The limits of my 8gb gpu and local models were still very obvious. I did see some promising results, but didnt break through to get this project in a good flow just yet.