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Director

Customizable prompt injection that's automatically used by the Director model.

The Director reads the room then fills in every enabled fragment on each turn via its tool call; the collected values form a Scene Direction block that is prepended to the Writer's context as post-history instructions.

Mood Fragments

These are basically SillyTavern's user-defined macros, except they will be automatically managed by the Director agent.

Each mood fragment has:

  • ID — the tool param name. Keep it short, no spaces or special characters.
  • Label — display name shown in the UI.
  • Description — help text that tells the Director when to use the mood.
  • Prompt text — injected into the Scene Direction block when the mood is active.
  • Negative prompt — injected when the mood was active last turn but has just been deactivated, so the Writer knows to dial it back.

You can create, edit, enable/disable, and delete moods. The defaults cover writing style, but nothing stops you from using moods for content rules or any other instruction you want toggled dynamically.


Director Fragments

These can be compared to the status tracking blocks you'd see in some sophisticated character cards. But rather than reflecting what already happened, they act as a forward-looking game plan that shapes what the Writer produces.

Each director fragment has:

  • ID — the tool param name. Keep it short, no spaces or special characters.
  • Label — the key shown inside the Scene Direction block.
  • Description — help text that tells the Director how to fill in the field.
  • Required — if checked, the Director is instructed that it must always provide a value. Optional fragments may be left blank.
  • Injection label — a separate label used when rendering the fragment in the Scene Direction block (defaults to the main label if left blank).

Ordering and precedence

Fragments can be reordered; precedence runs top-down and the Director tries to follow this ordering strictly. A fragment that appears earlier impacts how latter fragments are generated, like a one-way train of thought. Drag the handle on any fragment row to change its position.

Data types

  • Single — a plain text value. Rendered as Label: value.
  • List — a collection of plain text values. Rendered as a bullet list under the label.
  • Progressive — a text value that persists across turns. Both the Director and Writer can see the previous turn's value alongside the new one, rendered as Label: old value → new value. Useful for incremental stat tracking.