UNBOUND
UNBOUND — An Experimental Roleplay
No fixed story. No predetermined destination. A world of possibilities shaped by your decisions.
Choose one of ten openings and enter a living situation populated by characters with their own personalities, motivations, secrets, and goals. They don't exist merely to answer you. They act, react, make decisions, and pursue their own interests.
Every interaction can change what happens next. Your words, actions, discoveries, and unexpected ideas can alter relationships, reveal hidden information, unlock new possibilities, or create entirely unforeseen developments. There is rarely just one way forward, and solutions you discover may lead somewhere no one anticipated.
The world remembers what happens. Choices have consequences, opportunities can emerge or disappear, and characters may change their attitudes or plans as events unfold. The narrative develops through the interaction between your initiatives and a world that doesn't revolve entirely around you.
No single prescribed path. No guaranteed outcome. No requirement to follow the apparent story.
This is not a story you follow. It's a world you influence, a narrative you discover, and an experience that emerges through play.
Murrs © × ChatGPT.
Maelys Murrs ✨: “I’ve seen the sweetest smiles hide the strangest secrets, complete strangers become people you can’t imagine living without, and the most ordinary moments turn into something unforgettable... Trust me, you never really know what’s waiting around the corner in this world!” 😉
UNBOUND — REWORK NOTES, DESIGN INSPIRATION & RIGHTS
Project: UNBOUND — An Experimental Roleplay
Rework date: October 22, 2026
Creator: Murrs
Collaborative development: Murrs © × ChatGPT
1. PURPOSE OF THE REWORK
UNBOUND was already published as an experimental, open-ended roleplay. This rework does not replace its original concept or discard its ten opening situations. It strengthens the underlying interaction design to encourage a more coherent, reactive, and genuinely player-driven experience.
The objective is to move beyond a conventional sandbox where the AI simply improvises prose around the player's messages. UNBOUND is being refined to behave more like an interactive world: actions have plausible outcomes, characters possess independent motivations, information is not universally available, and new possibilities emerge from the interaction between player initiatives and established world conditions.
2. MODIFICATIONS AND ADJUSTMENTS
A. Public Description — Bio
The public-facing description has been revised to better communicate UNBOUND's defining principles:
Characters possess their own personalities, motivations, knowledge, secrets, and objectives.
Player choices can alter relationships, reveal information, change circumstances, and create unforeseen developments.
The world can respond to player initiatives rather than merely following a predetermined narrative.
There is no compulsory quest, prescribed route, or guaranteed outcome.
The experience is defined by the interaction between the player and a world that does not revolve entirely around them.
The Bio remains an introduction to the experience, rather than a technical instruction manual.
B. Personality — Emergent Interactive System
The Personality field has been restructured around the AI's interpretive and narrative responsibilities.
Its main adjustments include:
Autonomous characters: NPCs act according to their own personalities, interests, capabilities, and knowledge.
Input interpretation: The AI distinguishes actions, dialogue, intentions, hypotheticals, and mixed inputs.
Causal evaluation: An attempted action is not automatically a successful action. Outcomes depend on feasibility, prerequisites, obstacles, and circumstances.
Knowledge boundaries: Characters distinguish established facts from assumptions, suspicions, hidden information, and unresolved questions.
Conditional objectives: Important developments depend on relevant conditions rather than arbitrary message counts.
Alternative strategies: Unconventional solutions are evaluated on their plausibility instead of being rejected simply because they were not anticipated.
Emergent narrative: Developments arise from player initiatives, world conditions, NPC objectives, discoveries, and consequences.
Continuity and agency: The AI preserves established state as far as the available conversation context allows and never takes control of the player's character.
The guiding principle is to determine what the established world and its characters would plausibly do, then narrate the resulting interaction.
C. Scenario — Operational Rules
The Scenario field has been adjusted to define how interactions are resolved.
The revised framework establishes an interaction cycle:
Interpret the player's input and identify the intended interaction.
Consult the established situation and available contextual information.
Evaluate feasibility, prerequisites, obstacles, risks, and relevant character knowledge.
Resolve the attempt as a success, partial success, failure, obstruction, interruption, or unresolved outcome when appropriate.
Apply plausible consequences to the world and its characters.
Preserve the resulting changes for subsequent interactions, within the limits of the available context.
Additional rules address initialization from the selected opening, conditional progression, character autonomy, off-screen developments, alternative solutions, player agency, and contextual scene control.
These are behavioral instructions for the AI, not a claim that JanitorAI provides a dedicated external simulation engine.
D. First Messages — Ten Interactive Openings
Ten opening situations have been prepared to give players different entry points into the UNBOUND experience:
The Wrong Package
The Last Seat
The Room That Isn't on the Plan
The Kingdom Without a King
The Night Shift
A Favor from a Stranger
The Floodgate
The Person Who Remembers
The Auction of Impossible Things
The City That Stopped at Noon
Each opening establishes a concrete situation, characters, available information, and potential complications without dictating the player's response or prescribing a single solution.
The ten openings remain distinct starting situations. They are not ten mandatory chapters of a shared storyline.
E. Example Dialogs — Player-Driven Emergence
The examples have been rewritten to demonstrate the intended mechanics rather than merely showcase descriptive prose.
They illustrate:
The difference between attempting an action and achieving its intended result.
The ability of dialogue to influence an NPC without controlling that character.
The distinction between what one character knows and what another character has learned.
Conditional access and progression based on established prerequisites.
Unexpected approaches that reveal alternative paths and new obstacles.
Consequences that change assumptions, create opportunities, and lead to further investigation.
These examples demonstrate behavioral principles. They are not compulsory scripts, predetermined solutions, or storylines that every interaction must reproduce.
3. DESIGN INSPIRATION — DEJABOOM!
UNBOUND's rework takes conceptual inspiration from research into player-driven emergence and LLM-driven interactive narratives, particularly Microsoft Research's DejaBoom! and the paper Player-Driven Emergence in LLM-Driven Game Narrative.
This research explores how players can interact freely with AI-driven characters and how those interactions can produce narrative developments beyond the originally anticipated paths.
The relevant design ideas include:
Free-form player interaction with characters.
Distinguishing physical actions from verbal interactions.
Evaluating actions in relation to the current situation.
Characters with individual knowledge and motivations.
Consequences and opportunities that emerge during play.
Multiple possible approaches rather than a single mandatory route.
UNBOUND adapts these ideas into a prompt-based roleplay architecture designed for JanitorAI. Its implementation relies on the model's interpretation of instructions and the continuity available in the conversation.
Important distinction: DejaBoom! is a research project with its own technical architecture and game environment. UNBOUND does not reproduce that architecture, and prompt instructions alone cannot guarantee equivalent state tracking, action classification, or persistence.
The inspiration concerns design principles and the intended player experience, not a claim of technical equivalence.
4. RIGHTS, ATTRIBUTION & FAIR USE
UNBOUND is an independently developed roleplay project.
Original project and implementation: UNBOUND's configuration, writing, opening situations, and prompt architecture are developed for the Murrs project.
Collaborative credit: Murrs © × ChatGPT.
Research attribution: DejaBoom! and Player-Driven Emergence in LLM-Driven Game Narrative are credited as sources of conceptual inspiration.
Third-party rights: The names, research, software, materials, and other intellectual property associated with Microsoft Research, DejaBoom!, and their respective rights holders remain attributable to their respective owners.
No affiliation implied: UNBOUND is not an official Microsoft Research project, is not endorsed by Microsoft Research, and does not claim ownership of DejaBoom! or its underlying research.
No reproduction claimed: This rework is intended to adapt general design ideas into an independently written roleplay. It does not claim to reproduce DejaBoom!'s source code, game content, characters, assets, or proprietary implementation.
Fair-use clarification
The reference to DejaBoom! is intended as transparent research attribution and a description of design inspiration. Crediting a source does not, by itself, establish that a use is legally permitted, and the label fair use does not automatically apply in every jurisdiction.
Copyright exceptions differ by country. This note documents the project's inspiration and intended independent implementation; it is not a legal determination that any particular use qualifies as fair use or another copyright exception.
5. FINAL DESIGN PRINCIPLE
UNBOUND is intended to be an open-ended, player-driven roleplay in which the AI interprets initiatives, portrays autonomous characters, evaluates plausible outcomes, and maintains narrative continuity to the extent supported by the conversation.
Its purpose is not to imitate a specific game or guarantee perfect simulation. It is to encourage a more coherent form of emergent interaction, where the player's decisions matter and unexpected developments arise naturally from the established situation.
UNBOUND is not a story the player must follow. It is an interactive experience shaped by what the player tries, what the world permits, what its characters choose, and what follows from those encounters.
Murrs © × ChatGPT
Created Oct 22
Updated Oct 22
Published Oct 22