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How Memory Works in FableAI

A practical guide to FableAI's memory: narrator notes, the summary, story cards, and memory fragments, and how to set each one up for long AI RPG stories.

FableAI is an AI RPG with memory built in layers. The narrator does not just read the last few messages. It also works from your narrator notes, a running summary of the story, story cards that surface when they are relevant, and memory fragments that pull earlier scenes back into view. Together they keep names, promises, injuries, and grudges intact across long sessions, chapters, and whole series.

All four layers work on their own from the first turn, so you can just play. When you want to steer, you can shape each one directly. This guide covers what each layer does and when it is worth stepping in. The memory settings are in the same place on web and in the mobile app: open your story’s settings and tap Memory.

What makes it an AI RPG with memory

Each layer has a different job:

  • Narrator notes Standing guidance: the rules of your world and how you want the story told. Up to 5,000 characters.
  • Summary The story so far: what has happened and where things stand. Up to 10,000 characters.
  • Story cards Single facts about a person, place, item, or faction, brought into context when their trigger keywords come up. Up to 1,000 characters each.
  • Memory fragments Records of earlier scenes that the narrator writes as the story grows and pulls back in when they matter.

On top of these, the narrator always has the recent conversation. Think of it as short-term memory, with the four layers as long-term memory.

Every plan, including free, gets memory fragments (which you can read, edit, and delete), narrator notes, a summary you write yourself, and story cards: 20 per adventure on free, 50 on Starter, and up to 400 on higher plans. From Explorer up, auto-summarize keeps the summary up to date for you as you play.

Narrator notes: the rules of your world

Narrator notes are for anything the narrator should always keep in mind. You do not need them to start a story. Add a line when something comes up in play that should hold from then on. The narrator treats them as ground truth, so they are the right home for anything that should never change.

Good things to put in narrator notes:

  • Standing facts. “Magic always costs the caster a memory.” “The capital has been under curfew since the coup.”
  • Secrets the narrator should keep. “Captain Voss is working for the rebels. Do not reveal this unless the player finds proof.”
  • Relationships. “Mira is the player’s younger sister. She trusts the player completely and distrusts everyone else.”
  • How you want the story told. Pacing, tone, how much combat detail, whether you want the narrator to leave decisions to you.

Write them as plain present-tense statements. A short list of clear facts works better than a paragraph of backstory, because every line is a rule the narrator can follow. For example:

Narrator notes

The city of Harrowgate is always foggy. The king is a coward who hides it well. Mira (the player’s sister) carries the Sun Priest’s seal. No one in the city knows the player is a deserter.

188 / 5,000

Keep the notes current. When a secret comes out or a character dies, update the line. Old notes that no longer match the story send mixed signals, so treat this field as the present state of the world rather than a log.

In multiplayer stories, only the story’s owner can edit narrator notes. Other players can read them.

The summary: a ledger of past events

The summary is a ledger of what has happened in the story, nothing more. It’s the narrator’s record of past events, not a snapshot of where things currently stand.

On Explorer and higher plans, turn on Auto-summarize and the narrator keeps the summary up to date as you play. On any plan you can write or edit it yourself.

Record outcomes, not play-by-play. “The party escaped the flooded catacombs with the seal” is more useful than a turn-by-turn account of the escape.

When a storyline wraps up, condense it to one or two lines. The end of a chapter, a time skip, or the start of a new session is a good moment to read it over and tighten it.

If you write it by hand on the free plan, a short update every so often is enough.

Story cards: facts on demand

Story cards hold detail that only matters some of the time. A card has content (up to 1,000 characters), trigger keywords, and optional tags. When one of its keywords comes up in the story, the card is brought into the narrator’s context.

That makes cards the right place for everything that would crowd your narrator notes: the history of a city, how a faction operates, what a recurring character wants, what a legendary sword can do. You can have a lot of them without any of them getting in the way.

Tips for cards that fire when they should:

  • One subject per card. A card about the Iron Guild and a separate card about its leader works better than one card that covers both.
  • Use every name the story uses. Add nicknames, titles, and short forms as keywords: Dawnbreakerthe swordSun blade. If players call the city “the Harrow” as often as “Harrowgate”, add both.
  • Write the card as facts. Short, specific, present tense, like the card below.
  • Tag for your own sake. Tags like charactersplacesfactions let you filter the list when you have dozens of cards.
Story card

The Iron Guild controls the docks. It pays the city watch to look away. Its leader, Oda Venn, never leaves the guildhall.

Trigger keywords
Iron Guildthe Guildguildhall
Tags
factions

Adventure creators can ship story cards with an adventure, so every player starts with the same world detail. See how to create your own AI adventure for that side. Players can also add cards to their own story at any time, for a new ally, a place they discovered, or a promise they made.

In the mobile app there is a faster way: long press a message and add it as a story card. When the narrator describes a new character or place in a way you want to keep, that one gesture saves it. Afterwards, open Story Cards to trim it to the facts and check its trigger keywords.

Memory fragments: recall from earlier scenes

Memory fragments are written by the narrator as your story grows. Each one captures a stretch of the story, and when an earlier moment becomes relevant again, the narrator pulls the matching fragment back into context. That is how a throwaway line from fifty scenes ago can come back when it matters.

You do not need to do anything for fragments to work. Leave Enable memory fragments on and they build up on their own. But you can open the list at any time, on any plan. Read it to see what the narrator can recall from earlier in the story. Edit a fragment to correct a detail, so the corrected version is what comes back. Delete one to make the narrator forget something: a scene you rewound, a dream sequence you do not want treated as real, or a thread you have dropped.

Pruning is the part most players skip, and it is the most useful. If you retcon something, deleting the fragment that describes the old version keeps the story clean.

Fix details at the source

Sometimes a detail lands differently from what you had in mind: a name, a number, who is holding the key. There are three quick fixes during play.

Retry the reply. Press Retry and a fresh reply usually gets the detail right. If the same mistake comes back on the retry, it is written into memory: check the summary and memory fragments, as described below.

Use Ask to steer the narrator. Switch the input from Say or Do to Ask and speak to the narrator directly, outside the story. The next reply follows the correction.

Ask

Mira has the seal, not Voss. Continue with that.

Ask also works as a quick check. “How much gold do I have?” or “Who has the seal?” shows what the narrator currently believes. If the answer is wrong, fix it at the source as described below, because Ask repeats whatever version the narrator last settled on.

Edit the message. For a small slip, like a wrong name or a misplaced item, long press the message in the mobile app and edit the text. The story then reads as if it had been right all along.

Fix a wrong detail right away. Within a few turns it is written into the story’s memory, and from there it keeps coming back. This goes for the narrator’s own slips and for characters who misstate what happened.

To make a correction permanent, also fix it where the narrator stores it:

  1. Open the summary and look for the detail. If the old version is written there, change it. Search for numbers both as digits and as words, since the summary often spells them out (“130” and “a hundred and thirty”).
  2. Check your narrator notes if the detail is a standing fact, and make the line explicit.
  3. Check memory fragments for the scene where it came up, and edit or delete that fragment.

A correction made in the memory itself carries forward from then on. This is the main reason to know where each layer lives: you decide what the narrator remembers.

Memory in multiplayer

FableAI stories can have up to 8 players. Everyone shares the same memory, so everyone’s actions are remembered in the same story. Only the story’s owner can edit narrator notes, story cards, and memory fragments; other players can view them.

If you run a group story, the memory settings are yours to look after. As the story goes, save the moments the group will want to come back to as story cards, note big group decisions in the summary, and prune fragments when the group agrees to undo something.

Playing a long story

You do not need to prepare anything. Start playing and let the story go where it goes: memory fragments and the summary build up as you play, and the narrator keeps track of what happened. The tools come in when the story gives you a reason:

  • When something should never change, like a secret the narrator must keep or a rule of the world that just came up, add a line to narrator notes.
  • When the narrator introduces someone or somewhere worth keeping, long press the message and add it as a story card.
  • When a detail comes out wrong, press Retry, use Ask, or edit the message, right away. If it comes back, fix it in the summary, notes, or fragments so it sticks.
  • If a mistake keeps coming back, check the summary first.
  • When you retcon a scene, delete the fragment that describes the old version.
  • At chapter breaks or time skips, read the summary and condense anything that is finished.

Pick an adventure from the scenarios catalog and play. When you want to see what the narrator is keeping track of, open Memory in the settings.

Keep reading

What to Do When the AI Narrator Gets It Wrong

A wrong name, a rushed scene, a twist you didn't want: how to fix it when the AI narrator gets it wrong in FableAI, from Retry and Undo to Ask and memory.

5 Tips for Long AI RPG Stories

Playing a story for hundreds of turns? Five tips for long AI RPG stories in FableAI: callbacks, pacing, Retry, narrator notes, and story cards.

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