Everything you need to create immersive AI-driven stories. Covers story structure, character design, content policy, and best practices for the Elseway platform.
Creating on Elseway splits into two parts: the Story and the Character Card. Before you write anything, get one thing clear: is each field shown to the player, or to the AI?
Player-facing fields aim for appeal, style, and suspense; AI-facing fields aim for clarity, full disclosure, and accurate executability. Once the two are mixed, the work reads noticeably worse.
| Field | Audience | Purpose |
|---|---|---|
| Cover | Player | Whether players stop on Discover and click in |
| Teaser | Player | A short trailer (around 15 seconds) after opening the story; hooks players into starting |
| Title | Player + AI | Names the story and sets the overall tone |
| Introduction | Player | The summary after clicking the title; decides whether they hit Start |
| Plot | AI | The worldbuilding and story bible; the AI's basis for understanding everything |
| Story Arc | AI | Pacing, character arcs, and the AI's behavioral rules |
| Prologue | Player + AI | The first message after clicking Start |
| Tags | Player | Helps like-minded players find you; affects search exposure |
| Visibility | System | Public / Private |
| Field | Audience | Purpose |
|---|---|---|
| Avatar | Player | The character's first impression |
| Name | Player | What the character is called |
| Introduction | Player | The character's "business card" |
| Personality | AI | The soul of the character; the AI relies on it throughout |
The cover is your story's promotional poster and the first thing players see on the Discover page. It directly affects whether they click in, so take it seriously.




Dynamic characters catch the eye on Discover. Keep the motion subtle, around 2–3 seconds.
The second thing players see after the cover. Its job is to set the tone and give a reason to click in; it doesn't need to spell out the plot.
Don't agonize over it. You can wait until the Plot and characters are done, then come back and pick a fitting title.
The block of text players see after clicking the title, essentially a book's back cover. Single goal: make people want to hit Start.
A practical three-step structure:
A few reminders: don't tell the whole plot here; the Introduction only attracts the click, and the real content stays in the story. Keep it short. For multi-character stories, hint that this is a web of relationships, not just one person's story.
The Introduction supports HTML for more refined layouts. You don't need to know code; there's an easier way below. In short: use <div> to frame a block, and write the styling inside its style="…". For example:
Two rules: ① start directly from <div>, no <html> / <body> wrappers, or the platform fails to render; ② write all styles inline, no external CSS.
The easiest way: send the full template below, plus your plot setup, to an AI and have it adapt the style using your plot. The complete code is in the attached file Introduction-HTML-template-the-summoned.html.
url('…') spot in the template. External links can break (shown as a broken-image icon), so keep a backup and replace the link if it breaks.Reusable skeleton (swap the theme and reuse):
Worth borrowing:
background:url() center/cover in fixed-size containers, so they never distort.flex + flex-wrap + flex:1 1 300px so columns stack on mobile.<details> to collapse long setups (list-style:none removes the triangle).Avoid:
<html> / <body> wrappers, which break rendering.Plot is the "world and story bible" written for the AI: everything that is true before the player steps in. Players never see it, but the AI relies on it throughout.
Two things to remember; this is where beginners most often go wrong:
Below are four groups. Each has one required item; the "optional" parts can be used as needed.
Don't just write "there's a villain." Split the obstacle into three layers for depth:
The core engine of multi-character, long-plot stories. Pull it out separately:
The above is a simple set of starter rules, not a standard answer. If you have better approaches, you're welcome to expand on this, or break it.
If Plot is "the stage and the chessboard," Story Arc is "how the game is played": how the pacing advances, plus a set of behavioral rules the AI must follow.
The most critical few (a secret, a mechanic, not deciding for the player) are worth re-stating once in a short, firm sentence. The more important the rule, the more it should stand out.
For more replayability, break the plot into "scene modules," each with just two things: what happens + what triggers it. Then let the AI pick based on player behavior, rather than walking one line to the end. Great for multi-character stories: give each character a set of dedicated scenes.
Again, these are starter frameworks, not rules to follow exactly. Once familiar, go at your own pace.
These two are the easiest to confuse. Remember: Plot sets up the stage and chessboard; Story Arc decides how the game is played.
Plot is the static "what it is": facts true before the player steps in. Story Arc is the dynamic "how it plays out": pacing as the plot advances, and the AI's behavioral rules. Split the easily-confused points along this line:
| Plot writes | Story Arc writes | |
|---|---|---|
| Secrets | What it is, who knows it | When to reveal; AI may not tell before then |
| Relationships | What the relationship is now | How it changes with the plot |
| Emotion | What you want the player to feel | At what pace to deliver it |
| Direction | The current situation, what routes exist | Where it goes with choices, how each stage advances |
The first message after clicking Start. It must do two things instantly: drop the player into a scene already in motion, then hand control back.
Note that the model's later replies will likely mimic the format of your Prologue. If you end with options, its replies may keep the option format throughout.
The chat (including the prologue) supports a full set of Markdown. Here is everything you can use, and how it renders in Elseway:
Supported syntax
| You write | Renders as |
|---|---|
| # H1 … ###### H6 | Heading, in purple |
| **bold** | Bold, purple |
| *italic* | Italic, dim grey (good for narration) |
| ~~strikethrough~~ | Struck-through text |
| `inline code` | Inline code, light purple on a purple tint |
| [text](url) | Link, cyan |
| > quote | Blockquote, dim italic with a purple left bar |
| - item / 1. item | Bulleted / numbered list |
| --- | Divider line |
| code block (triple backticks) | Code block, light purple on a purple tint |
| table | Bordered table, purple header |
|  | Image |
How it looks
Plain dialogue and narration sit in white. Bold turns purple, italics go dim grey, and this is struck through. Here is a link and some inline code.
"A blockquote, for an aside or a whispered line."
Most common in roleplay: plain text for a character's spoken dialogue; *…* for narration (setting, thoughts, actions), shown in dim grey; **…** for emphasis, shown in purple.
You can insert images in the Prologue too, the same way as the Introduction: upload to an image host, get the direct link, then use it. Note: once you use an image direct link in the opening, add a rule in Story Arc: "do not generate image URLs in replies," or the AI will mimic the format and produce broken images later.
Elseway is an all-audience (SFW) platform. Content is no longer split into rating tiers — one standard applies to every story, character, and conversation.
A character is a card created for this story and belongs only to it (not reused elsewhere). A card has four fields; the first three are player-facing, and Personality is for the AI only.
The avatar must also be clear and of good quality; blurry or casually unedited low-quality images / videos risk being taken down.
A few directions:
Avoid: tiny full-body shots where the face is unreadable, or an avatar whose vibe contradicts the character's personality.
Avatar examples
An avatar can be a still image or a short video. Same characters, both formats:


Just enter the character's name.
The "business card" players see when selecting a character: who they are, what's special, and one point that draws people in. Also supports HTML styling, the same way as the story Introduction.
Oracle of the Grand Sanctum. She performs the summoning rite each year, as she has for decades.
A woman of indeterminate age. Pale ceremonial robes, long silver hair, fair skin.
The core of the whole card. Players never see it, but the AI reads it every turn to play the character. The more concrete and specific it is, the closer the AI gets to the character you imagined; if it's thin, the AI falls back on the most generic version.
Write cause and effect, not a pile of adjectives. Don't write "she's aloof." Write: "She keeps every colleague at arm's length, not out of coldness but because years on a response team taught her to treat 'trusting someone' as a risk assessment; even so, she quietly remembers each teammate's daily routine." Adjectives give the AI a stereotype; a causal chain lets it react in character even in situations you never scripted.
A solid Personality usually covers:
Two traps to avoid:
Secrets the character hides from the player should still be written here for the AI; when they are revealed is handled in Story Arc.
These are starter frameworks; once you're skilled, go further.
One published story, shown in full for reference.

We want to put the best work in front of players. Stories that meet the following standards will be actively given more exposure:
This policy applies to content creators directly create and control. Elseway is AI-driven, so it's necessary to distinguish what the creator is responsible for from what the AI generates in real time during play.
The following is strictly prohibited on Elseway. Violations lead to content removal, and in serious cases, a ban.
Handling depends on the severity and frequency of the violation.
| Tier | Action |
|---|---|
| First violation (minor) | Content taken down; a warning issued |
| Repeated violations | Content deleted; account restricted; loss of creator privileges (new content can't be public, no earnings withdrawal) |
| Serious violations | All content deleted; account can no longer log in or be used |
In short, the clearer and more detailed your setup, the better the model performs. The AI's elaboration is built on the setup you write, while the parts it fills in on its own tend to be random; the more solid your cause-and-effect and detail, the more it plays the character and plot you envisioned. So if you want the story to follow your vision, don't be afraid to write in detail: explain the rules and motives thoroughly, then let it play freely within the boundaries you've drawn.
At the same time, always follow the community rules and content policy (see Content Scope and Strictly Prohibited Content). Hold this line, and your work can steadily reach more players.
Happy creating.