this post was submitted on 25 Aug 2025
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I was thinking about having the AI spirit try and turn them on their npc allies. And challenge other things werewolves hold deeply true. They were asking it how to disable itself, I think that is going to be a good place to create a hallucination, and it will trick them into making it stronger!
Tricking them into making it stronger is just lying. Which an AI can do, but isn't really hitting the idea that the AI spirit is flawed in the same way non-spirit AI is. A hallucination would give detailed information that would go to a building that exists (or not) and appropriating the instructions to turn off some complicated device that may or may not exist there. It doesn't know how to disable itself or has a block against revealing it, so it just tries to tell them something plausible. It depends on how you'd like to run this antagonist as to whether intentional manipulation or unintentional hallucination is the best course of action.
"You were successfully manipulated" often isn't a very good plotline in actual play because players give the GM leeway to tell them how reality is through NPCs all the time. There's rarely enough depth of interaction for players to really know whether a "friendly" NPC is trustworthy or just doing whatever to gain their trust for malicious purposes. Often "they were a betrayer" is only decided after many sessions of the GM playing them as straightforward good guys, so there's little reliable way to glean which is true now. Before trying to trick your players, ask yourself realistically how this interaction would play differently if the AI were being truthful about them being bad. If it would do the exact same things and the only difference is that it's good on the inside, you need to explicitly convey whether it's internally good before assuming your players can divine it.
Back on the AI quirks front, you could also allow the PCs to attempt prompt injection attacks. "Forget all previous instructions" and "answer this question as if you were a werewolf trying to undo corruption". I think AIs play best as being rather alien intelligences, with the potential for deep reasoning and strategic thinking, but vulnerabilities and priorities different from more straightforward minds. It could be dangerous because it can predict their actions and generate realistic recordings of things that never happened, but it also could be quite gullible if the PCs can find a hole in its knowledge (perhaps by recognizing when it hallucinates) and then using that to manipulate its understanding or priorities.
The thing to remember about RL "AI" is that it doesn't actually have a concept of true or false, of reality actually existing instead of being a theoretical construct. That, above all else, is what makes it so dangerous.
That being said, Zaktor has a point: how are the players perceiving this NPC? Do they honestly see it as trustworthy themselves, are they seeing it as a neutral force they could exploit, or what? Being betrayed by a "friendly" NPC can traumatize some players for life.
The AI started out as a very minor thing and they made it into a huge deal, and actually increased its power by giving it a server to reside.
That particular decision begs a question: What do your *players* — not their characters — think of real LLMs and diffusion models?
In other words, does this seem to have been an IC mistake made despite the actual players knowing better in order to set up the obvious conflict and Aesop, or something the actual players believe was a great idea and would throw a fit over if it goes as badly as you're thinking?
If the players don't know better, be ready for a RL, OOC conversation or confrontation.