The Road to the Council — Proposal

Thesis

The Road to the Council (a working title) is a week-long multiplayer adventure played in a group chat and on a shared map, run by an AI game master that holds a private conversation with every player at once.

Players start alone, scattered across the map, and race for five days to reach a council. Along the way they take side quests, meet each other, and pick up secrets. Only those who arrive join the fellowship and unlock the shared group chat, where the second act begins.

The bet is that a game master who whispers to every player simultaneously was never practical before LLMs. A game built around private threads that converge on a shared story is a new genre, and it can be a profitable small business with frequent, low-value purchases.

Why now

LLMs make nuanced, individual attention cheap. A human game master can run one shared story for a table of five, but cannot hold a separate, ongoing private story with each player while keeping the world consistent. An LLM can, for every player, around the clock.

That unlocks three things tabletop games have never managed together:

The same primitives sit underneath the wider mediator project: persistent memory, private reasoning across several people, and revealing only what is useful. The game is the most forgiving place to prove them, because when the game master gets something wrong, players laugh.

The game

A campaign has two acts: five days on the road, alone, then the fellowship together. The group chat is the reward for reaching the council, not the starting point.

Everyone starts alone; the group chat opens at the councilThe road, days 1 to 5Alone with the game masterSide quests and encountersThe councilArrivals join the fellowshipand the group chat opensAct two: the fellowshipShared quest in group chatPrivate threads continueLate arrivalsArrive as a strangeror captured and turnedin timetoo latejoin with a twist
Campaign arc: road, council, fellowship

Players who reach the council in time form the fellowship; late arrivals still join act two, with a twist.

The map. A web page, linked from the chat, shows the world and every player's position. Players see others exactly when nearby and only by rough region otherwise, so the map raises questions ("why is Sarah heading east?") that bring people back twice a day.

The road (days 1 to 5). Each player has a private thread with the game master, plus a secret: an artefact, a hidden allegiance, or something they know. Every day they get a few actions: travel, explore, rest, or take a side quest. Side quests can win items, allies or secrets, but cost time.

Daily resolution. All actions resolve together at a fixed time each evening, and the map updates on that tick. Players who check in all day get no advantage over those who check in once.

Encounters. When two players' paths cross, the game master opens a temporary private chat for just those two. They can travel together, trade, or lie. Small alliances form before the council.

The council. Players who arrive in time join the fellowship, the group chat opens, and the game master runs the meeting where secrets start to surface and the shared quest is set.

Late arrivals. Missing the council is a role, not an exit. A late player arrives as a suspicious stranger, or returns having been captured and turned. Nobody is left out, and the best drama of act two often comes from them.

Act two, the fellowship. The group pursues a shared goal in the group chat, with private threads continuing underneath. Everyone kept something back from the road.

Group size. Five to eight players. Fewer and encounters are rare; more and the private threads become hard to keep consistent.

The setting, names and rules will be original. The structure echoes classic fantasy, but the game must not borrow any existing world.

What makes it different

AI storytelling already exists, so the game must stand out on structure, not on having an AI narrator.

FormatExampleWhat it lacks
Single-player AI adventureAI DungeonNo other people, so no secrets, alliances or betrayal
Several players typing into one shared AI storyCommon in Discord botsEveryone sees everything; no private information
Human-run play-by-post gamesForum role-playDepends on a volunteer game master who eventually burns out
Tabletop sessionsD&D at a tableNeeds everyone free for hours at the same time

The Road to the Council combines private threads, a shared map, asynchronous daily play and a converging structure. Each of these exists somewhere; the combination does not, because only an AI game master can run it.

How it works

Ordinary code owns the world; the LLM only narrates and judges. If the model is in charge of state, it forgets things and leaks secrets.

Code owns the world; the LLM only narratesPlayers5 to 8 per campaigna few actions a dayChat and mapDiscord or Telegramplus a web map pageDisclosure rulesWho may see whatfog of war, secretsState engineMap, clock, itemssecrets ledger, logNarrator (LLM)Writes each road,judges fuzzy actionspermitted context onlyproposed changes
Architecture: five parts

The narrator sees only what the disclosure rules allow for that player, and its changes reach the world only if the state engine accepts them.

Cost control is designed in from day one. Sending the full story history to a large model on every message could cost tens of pounds per campaign. Instead:

Business model

Revenue comes from many small purchases made on a card, with no procurement and no large one-off deals.

StreamBuyerHow they payNotes
Workplace campaignsTeam leads with a social budgetPer campaign, per playerHighest price per player; a week-long game in the team Slack fits the working day
Friend-group campaignsOne person in a group of friendsPer campaign for the whole group, e.g. £15 to £25Feels like buying a game, not another subscription
Campaigns by other writers (later)PlayersPer campaign, revenue shared with the writerTurns content from a cost into a marketplace

Illustrative maths, not a forecast. 1,000 campaigns a month at £20, with £4 of model costs each, gives about £16,000 a month gross.

What decides whether that happens:

Risks

The biggest risk is that the game isn't fun enough to come back to; everything else is secondary.

RiskWhy it mattersMitigation
Players don't return to their private threadNo engagement means no spread and no repeat playTest this first; daily cliffhangers and a visible map
Story loses consistency across threadsContradictions and leaked secrets break the gameCode owns state and disclosure; the LLM only narrates
Model costs too highWipes out the margin at £15 to £25 per campaignSummaries, caching, cheap models for routine turns; log cost per campaign
One slow player stalls everyoneAsynchronous play depends on every player actingDaily deadlines; the game master moves absent characters in the story
Hit-driven marketGames succeed or fail on word of mouthKeep build costs low; judge on early signals, not hope
Crowded AI role-play spaceRivals can copy an AI narratorCompete on the format, which is harder to copy than a narrator
Borrowed setting or namesLegal risk and a weaker brandOriginal world, names and rules from the start

First experiment

A scrappy prototype and five test campaigns will show whether players come back to their private threads without being reminded.

  1. Build one campaign: a single map, the five-day road, the council and a short act two.

  2. Build the minimum: a Discord or Telegram bot, a simple map page, the state engine and cost logging. Watch every log.

  3. Run it free with three friend groups and one workplace team.

  4. Ask each group at the end whether they'd play again, and whether they'd pay.

Signals that it's working:

Kill criteria. If none of the first three signals appear after five campaigns, stop or substantially rethink the format before building more. The engine still carries over to the wider mediator project.