Memory System
Understand how Questsmith remembers important story information across long Adventures with Auto Summarization and Memory Bank.
The Memory System helps Questsmith carry important story information forward across long Adventures. Auto Summarization keeps the main story direction clear, while Memory Bank stores and retrieves important details when they matter.
Memory System
The Memory System helps Questsmith remember important story information across long Adventures. It is designed to keep track of major events, character relationships, discoveries, objectives, consequences, and important world details so the AI can stay consistent as your story grows.
Memory is not meant to repeat the full story transcript. Instead, it saves the facts that matter most and brings them back when they become relevant later.
Why Memory Matters
AI models can only read a limited amount of text at one time. This limit is called context length. As an Adventure becomes longer, older story text may stop fitting into the current AI prompt, which can make the AI seem like it is forgetting earlier events.
The Memory System helps solve this by keeping important information in a more compact form. Instead of relying only on recent story text, Questsmith can preserve key facts and use them later when the story needs them.
What Memory Can Remember
The Memory System is useful for saving story details that may affect future scenes.
Examples include:
- Major discoveries
- Important clues
- Relationship changes
- Promises and betrayals
- Completed objectives
- Important items
- Major locations
- Consequences from earlier choices
For example, if the player spared Captain Elara after learning she was protecting refugees, that memory can matter later. Elara may behave differently, allies may trust the player more, or enemies may accuse the player of weakness.
How The Memory System Works
The Memory System uses two main features: Auto Summarization and Memory Bank.
| Feature | What It Does |
|---|---|
| Auto Summarization | Keeps a compact story summary updated as the Adventure continues |
| Memory Bank | Stores smaller important memories and brings back relevant ones when needed |
These two features work together. Auto Summarization helps the AI understand the overall direction of the story, while Memory Bank helps the AI recall specific details from earlier scenes.
Auto Summarization
Auto Summarization keeps a plot level summary of the Adventure. As new events happen, the system can update the Story Summary so the AI keeps a clear understanding of the main story direction.
This is useful for long Adventures because it compresses older events into a shorter form. That leaves more room for the current scene while still preserving the important parts of the story.
You can also edit the Story Summary manually if something important needs to be corrected or clarified. Manual edits help guide future summaries and can improve continuity.
Memory Bank
Memory Bank stores smaller memory items from earlier parts of the Adventure. These memories are focused on important events, people, choices, and consequences.
When the AI needs context, Questsmith can retrieve relevant memories from the Memory Bank and include them in the current AI input. This helps the story bring back older details without needing the full old transcript.
A memory may contain information like:
- The player discovered that the mayor was secretly working with smugglers
- A companion lost trust after the player broke a promise
- The party found a cursed blade inside an abandoned temple
- A defeated enemy escaped and may return later
These are stronger memory details because they give the story facts it can use later.
Good Memory vs Weak Memory
Memory works best when story events are clear and meaningful.
| Better For Memory | Less Useful For Memory |
|---|---|
| The player exposes the mayor's secret deal with the smugglers | The player feels something strange |
| The player promises to protect Elara's village | The night feels mysterious |
| The group finds a silver key marked with a wolf symbol | The room feels old |
| The player betrays the guild leader during negotiations | The conversation feels tense |
Mood and atmosphere are useful for narration, but memory works better when the information includes a fact, decision, consequence, item, character, or location.
How Memory Changes By Tier
Memory capacity depends on your membership tier. Higher tiers can keep more memories available, which helps long Adventures stay consistent when there are more characters, branches, clues, and consequences.
| Membership Tier | Memory Bank Size |
|---|---|
| Free | 25 memories |
| Champion | 100 memories |
| Legend | 200 memories |
| Mythic | 400 memories |
Free works well for lighter Adventures. Champion supports longer stories with stronger continuity. Legend and Mythic are better for complex campaigns with more characters, deeper branching, and long term consequences.
Memory System And Context Length
Memory and context length work together. Context length controls how much information the AI can read in one turn. Memory helps decide which older information is important enough to bring back into that context.
A larger context length can give the AI more room for recent story text, Plot Components, Story Cards, and memories. However, even with more context, memory is still useful because it keeps important details organized and easier to retrieve.
Memory System vs Plot Components
The Memory System does not replace Plot Components. It supports them.
| Tool | Best Use |
|---|---|
| Plot Essentials | Permanent facts that should always stay important |
| Story Summary | Overall plot direction and major story progress |
| Story Cards | Reusable world knowledge triggered by keywords |
| Memory Bank | Important past events retrieved when relevant |
| AI Instructions | Style, tone, behavior, and writing rules |
Use Plot Essentials for stable facts that should always remain true. Use Story Cards for characters, places, factions, and world information. Use Memory Bank for events and consequences that happen during the Adventure.
How Creators Can Help Memory Work Better
Creators can improve memory quality by writing clear story events, direct consequences, and meaningful choices. The more specific the story information is, the easier it is for memory to preserve and reuse it later.
For example, instead of only writing that a character feels uneasy, include the reason behind it. A sentence like "Mira becomes uneasy because she recognizes the assassin's ring from her past" gives the Memory System a stronger fact to carry forward.
Best Practices
For better long form Adventures:
- Enable memory early in the Adventure
- Keep important facts clear and specific
- Use Plot Essentials for permanent information
- Use Story Cards for repeated world details
- Edit Story Summary if an important detail is wrong
- Avoid relying on memory for vague mood only