A.I. Use, statements, opinions, transparency, a story?, ramblings....

I use Claude at work, it chokes when I try to make it go over too many scripts (SQL mainly...). The solution is a True mentioned, get it to write Python scripts and also their Console command instructions.
AI refuses to access a HD directory? It should ask for permissions (again and again) or warn before, but out right refuse? OK, something new, it is usually a struggle to make sure it does not get into places...
Also, as AI how to do stuff in AI... The good ones have good explanations ;-)
 
When I hit that wall, I got Chat to write a python script that took care of the long, boring, repetitive sorting task it was asking me to do. It took about 15 minutes of installing this'n that, and then the job was done in less than 5 minutes, afterwhich I had markdown files the AI could actually work with going forward.
It sounds a bit like you need something jail-broken, and agentic to run around in your computer so you can stop screwing around trying to send files back and forth. The closest I've come to that is considering hosting my own copy of Stable Diffusion, but it's scary...
Man, I don't know nothing about python. It gave me a javascript to use in Adobe, and it didn't work. I also know nothing about java, so I couldn't see what it was doing wrong.

I use Claude at work, it chokes when I try to make it go over too many scripts (SQL mainly...). The solution is a True mentioned, get it to write Python scripts and also their Console command instructions.
AI refuses to access a HD directory? It should ask for permissions (again and again) or warn before, but out right refuse? OK, something new, it is usually a struggle to make sure it does not get into places...
Also, as AI how to do stuff in AI... The good ones have good explanations ;-)
No, it didn't have access to my HD, I uploaded information to its cloud. I did get it to do something useful, when I figured out manually that it actually could do something it told me it couldn't do (it told me it could rename the file indexes, not the files themselves, but the files get renamed when the index is renamed). I can now make it name files accurately (for the moment), but I load them into a specified folder first, and the prompt grew to 1800+ words--that's the AI's summary, by the way--to get it at all reliable.
 
So, I wrote a description in the comments section of Bryce's post from yesterday:

The corridor opens into a cavernous vault, imposing and uplifting, a chamber of concealed glory, with no apparent exits. The cracked and missing floor tiles must once have been laid out in colorful patterns, while the walls show traces of painted plaster, mostly eroded by time and the damp, but still directing the eye upward to the domed ceiling. The ceiling itself is covered with countless years of grime, masking all but hints of the frescoes beneath it. Footsteps and conversation echo loudly throughout the room and down the corridor, suggesting hushed tones as the best option for privacy.

Then I asked ChatGPT if it was written by an AI, and this was the answer:

Yes—but only as a probabilistic judgment, not something I can establish conclusively from the paragraph alone.


My assessment is that this passage could plausibly have been AI-assisted, but it does not contain strong enough markers to say that it was. In fact, there are several features that make me somewhat cautious about calling it AI-generated.

Things that might suggest AI assistance​


  • Highly polished descriptive sequencing. The paragraph moves neatly from floor → walls → ceiling → acoustics, with each sentence adding another environmental detail. That's a pattern AI often produces.
  • Paired adjectives and rhetorical phrasing: “imposing and uplifting,” “a chamber of concealed glory,” and “colorful patterns” have a somewhat deliberately evocative, literary quality.
  • The final sentence neatly converts description into gameplay advice: “suggesting hushed tones as the best option for privacy.” That's the sort of explicit inference an AI might add when asked to turn an environment description into usable prose.
  • Some slightly unnatural constructions. “The ceiling itself is covered with countless years of grime” is understandable, but “countless years of grime” is an unusual collocation. Something like “centuries of grime” would be more idiomatic.

Things that make me less confident that it is AI​


The paragraph has some characteristics I associate with human-written RPG/adventure-module prose:


  • The double spaces after sentences are consistent throughout. That's often a fingerprint of an older human-authored document or a text copied from a typeset source, rather than evidence of AI.
  • The description is concrete rather than generically atmospheric. It tells the reader about missing tiles, painted plaster, frescoes, echoes, and privacy. AI-generated fantasy prose often tends toward more interchangeable imagery.
  • “with no apparent exits” and the emphasis on sound/privacy are unusually functional details. They seem written with an actual encounter/location in mind rather than simply trying to sound evocative.
  • There are a few mildly awkward choices—“concealed glory,” “directing the eye upward,” “countless years of grime”—that actually feel more like an individual author's stylistic choices than the uniformly smoothed-out prose typical of a lot of current LLM output.

My overall guess​


If you told me this was:


  1. written entirely by a human: very plausible;
  2. human-written and subsequently polished by AI: also quite plausible;
  3. generated entirely by an LLM from a short prompt: plausible, but I wouldn't consider it particularly diagnostic;
  4. provably AI-generated: no—the text doesn't provide sufficient evidence for that conclusion.

If you're trying to determine whether this came from a published D&D adventure or other existing source, that's a different question, and I can search for distinctive phrases from the passage to see whether it has a known source.
 
I'm doing this in chunks to avoid the won't-post-because-of-random-dislike-of-text problem with this site.

So I told it to search for the source, and here was the response:

I searched the most distinctive phrases rather than just the general wording.


I couldn't find an exact match for the paragraph in the indexed web sources I searched. In particular, searches around:


  • “The corridor opens into a cavernous vault”
  • “a chamber of concealed glory”
  • “Footsteps and conversation echo loudly”
  • “hushed tones as the best option for privacy”

didn't turn up the passage in a published D&D adventure or other obvious online source.


I did find some interesting near-matches in D&D material, but they aren't the passage you supplied. For example, Curse of Strahd contains descriptions of domed vaults and painted ceilings, while Quests from the Infinite Staircase has explicit mechanics concerning sounds echoing loudly in a cavern.


One thing I'd investigate further​


The wording and formatting of your paragraph actually make me wonder whether it comes from a specific RPG product, rather than being newly AI-generated. The double spaces, the fairly restrained descriptive style, and especially the practical observation about conversation carrying through the room feel somewhat like boxed/read-aloud text from an adventure.


The problem is that Google/web indexing doesn't necessarily expose the text of older PDFs, scanned books, or products behind sites such as DriveThruRPG. So an ordinary phrase search isn't definitive.


If you know where you got the paragraph—for example, a D&D module, Pathfinder adventure, OSR product, a PDF, a VTT, or a particular edition—I can narrow the search considerably.


Also, if you have the document/PDF that contains this passage, you can upload it here and I can examine its surrounding text and formatting for clues about its provenance:




Bottom line so far: I found no evidence that this exact passage is copied from a readily searchable published source, but I also don't think the passage itself provides convincing evidence of AI authorship.
 
I asked, how would Chat rewrite it to improve it:

I’d keep the basic information and restrained, old-school adventure-module feel, but make the prose more vivid and eliminate a few awkward phrases. For example:

The corridor opens into a cavernous vault, both imposing and strangely uplifting. No exits are immediately apparent. Cracked and missing floor tiles reveal the remains of what must once have been a colorful mosaic, while patches of painted plaster cling to the walls. Though much of the decoration has been worn away by time and damp, what remains draws the eye toward the domed ceiling above. There, beneath centuries of accumulated grime, faint traces of frescoes can still be seen.

Every footstep and whispered word echoes through the vault and back along the corridor. Anyone hoping to speak without being overheard would be well advised to keep their voice low.

I think this is stronger for a few reasons:

  • “Chamber of concealed glory” is evocative, but also somewhat abstract. Showing the traces of former splendor lets the reader reach that conclusion themselves.
  • “Countless years of grime” becomes “centuries of accumulated grime,” which is more natural and gives a clearer sense of age.
  • I changed “directing the eye upward” to a more immediate description: the remaining decoration draws the eye toward the ceiling.
  • The last sentence is split into two. That gives the important sound/stealth information more emphasis.
  • “Every footstep and whispered word echoes” is more atmospheric than simply stating that footsteps and conversation echo loudly.
  • I retained the practical adventure-design information—no apparent exits and the acoustic problem—rather than turning it into purely literary description.

If this is intended specifically as D&D read-aloud text, I'd actually make it a little shorter and more sensory, because the DM has to read it aloud at the table.

To the last point, I don't think this should be readaloud text, I think it should be DM facing. There is too much information to convey in boxed text; also, I think when you are conveying information orally, evocative imagery can get in the way of clear technical information that the players need. I would rather put this first, to frame it in the DM's head, and then have a point form list of information the players need to know up front, ant that the DM can use to build an oral description for their players.
 
Continuing the discussion with the AI, I said:

The passage is not intended as read-aloud text, it is DM-facing. It is intended to give the DM a sense of the room. The critical information to provide to players is in a brief set of bullet points following this paragraph. The DM can use the bullet points as a guide to providing an oral description, coloured by the mood defined in the DM-facing paragraph. The DM-facing paragraph also helps the DM to improvise elements of the room that are not covered in the dungeon key.

The reason it is done this way is because it is hard to provide that density of information--including mood and sensory information--in oral language. So instead, the DM receives the information, and can use that to give flesh to his own descriptions.

As to why this particular description was used, the chamber was originally a ceremonial chamber, with a wooden platform some 9 feet above floor level. A secret door could be accessed from the platform. The platform is now missing, with the only evidence of its existence being holes in the wall into which timbers were inserted. The end result is that you have a secret door 10 feet above floor level, and very little information from which to intuit the existence of the platform. (The description of the elements specific to the platform and the secret door are set out in a different paragraph, which I have not included.)

The purpose of the description is to make the room feel like a ceremonial space, and therefore someplace worth investigating. As a ceremonial space, it was once a celebration of the appropriate deity, which is why there are references to its glory. However, the glory is concealed, because if the space looked like an intact place of worship, there would be no reason to expect that anything was missing.

It is imposing and uplifting, because it carries both the solemnity and the rapture of a ceremonial space; the word "uplifting" was also chosen to subconsciously hint at the three dimensional nature of the puzzle.

The description of the echoing is intended too make players feel like they need to whisper, as they would do in a church. The directing of the gaze is intended to both mimic the sense one gets in a cathedral, and to nudge the players into thinking in three dimensions, to improve their chances of locating the secret door.

Given that background, how would you rewrite the original paragraph: "The corridor opens into a cavernous vault, imposing and uplifting, a chamber of concealed glory, with no apparent exits. The cracked and missing floor tiles must once have been laid out in colorful patterns, while the walls show traces of painted plaster, mostly eroded by time and the damp, but still directing the eye upward to the domed ceiling. The ceiling itself is covered with countless years of grime, masking all but hints of the frescoes beneath it. Footsteps and conversation echo loudly throughout the room and down the corridor, suggesting hushed tones as the best option for privacy."

Chat replied:

Given that context, I would not try to make it more literary, more concise, or more “read-aloud friendly.” The paragraph is doing a different job. It is essentially DM-facing scene direction: establish the room's emotional character, give the DM a mental model of its history and architecture, and quietly plant clues that the DM can exploit when the players start investigating.

That makes me think the original is actually quite good conceptually. I would mainly revise it to make the ceremonial character and verticality more coherent, while preserving the deliberate ambiguity about what happened to the room.

My preferred version would be:

"The corridor opens into a cavernous vault, imposing and uplifting, a chamber of concealed glory with no apparent exits. The cracked and missing floor tiles must once have formed colorful patterns, while traces of painted plaster cling to the walls, much of it eroded by time and damp. What remains of the decoration nevertheless draws the eye upward, toward the domed ceiling. There, countless years of accumulated grime conceal all but hints of the frescoes beneath. Footsteps and conversation echo loudly throughout the chamber and back down the corridor, lending the space the hushed solemnity of a place of worship."

I particularly like “lending the space the hushed solemnity of a place of worship” as the ending because it makes explicit to the DM what the acoustic detail is supposed to feel like, without telling the DM how to describe it to the players.

There are a few other changes I'd consider important given your explanation.

1. I would keep “imposing and uplifting”

With the additional context, I think your original choice is better than my earlier instinct suggested. It's not merely decorative prose. “Uplifting” is doing double duty: it describes the emotional quality of the architecture and provides a subliminal hint toward looking upward.

I might even slightly emphasize the relationship between the two:

“imposing and uplifting, a chamber of concealed glory”

The three phrases work together: scale → emotional response → religious significance.

2. I would keep “concealed glory”

Knowing what the room is for, I think this is one of the strongest phrases in the original.

The important distinction is that the room isn't simply ruined. Its former magnificence is hidden beneath deterioration. That is exactly the state you want: enough evidence of former ceremonial importance to make the players curious, but not enough intact religious imagery to announce “this is a temple with a secret door.”

I therefore wouldn't replace it with something more concrete such as “faded grandeur.” Concealed glory is doing useful thematic work.

3. I'd change “laid out in colorful patterns”

This is a small point, but I prefer:

“must once have formed colorful patterns”

or

“must once have formed colorful mosaics”

The former preserves your uncertainty about what was actually there. More importantly, “formed” makes the pattern a property of the whole floor, whereas “laid out” sounds as though you're describing individual tiles.

4. “Directing the eye upward” is worth preserving

Now that I understand the puzzle, I would absolutely retain the idea.

I'd perhaps change it to:

“What remains of the decoration nevertheless draws the eye upward, toward the domed ceiling.”

That's slightly more natural prose, but the underlying concept is exactly right.

And there's a nice subtlety here: the description isn't saying “look at the ceiling.” It is describing an architectural feature that would naturally cause the observer to look upward. That gives the DM a reason to reinforce that behavior without announcing the puzzle.

5. The ceiling deserves to remain a separate beat

Your original does this:

“...directing the eye upward to the domed ceiling. The ceiling itself is covered...”

I think that's structurally good. The players' imagined gaze has moved upward, and then the DM gets another piece of information about what they find there.

I'd retain that progression rather than compressing the ceiling into the previous sentence.

6. I'd change the final sentence more substantially

This is the one place where I think the original doesn't quite accomplish everything you're intending.

“suggesting hushed tones as the best option for privacy”

has two problems.

First, “the best option for privacy” sounds like game-mechanical advice rather than an atmospheric observation. Second, “privacy” isn't quite the emotional quality you're describing. The point isn't merely that voices can be overheard. The room feels like somewhere where people ought to lower their voices.

That's why I'd use:

“Footsteps and conversation echo loudly throughout the chamber and back down the corridor, lending the space the hushed solemnity of a place of worship.”

That gives the DM three things simultaneously:

the physical acoustic property;
the behavioral implication that people should speak quietly;
the emotional/religious character of the room.

And it does so without explicitly saying “tell the players to whisper.”

One alternative I'd seriously consider

If you want the paragraph to be a little less overt about the religious interpretation—so that the DM understands it before the players do—I'd use this version:

"The corridor opens into a cavernous vault, imposing and uplifting, a chamber of concealed glory with no apparent exits. The cracked and missing floor tiles must once have formed colorful patterns, while traces of painted plaster cling to the walls, much of it eroded by time and damp. What remains of the decoration draws the eye upward toward the domed ceiling, where countless years of accumulated grime conceal all but hints of the frescoes beneath. Footsteps and conversation echo loudly throughout the chamber and back down the corridor, making the room feel strangely reverent despite its decay."

I actually think “strangely reverent despite its decay” may be closer to what you're trying to accomplish than explicitly saying “place of worship.” It gives the DM the mood without handing the players the interpretation.

And, importantly, I would not add anything about the missing platform, holes in the walls, or the secret door to this paragraph. Given your explanation, keeping those facts elsewhere is exactly right. This paragraph establishes the mental model of the room; the keyed details establish the physical facts. The DM then combines the two when describing or improvising the players' experience.

So, with the purpose you've described, my vote is actually for a relatively light revision of your original rather than a wholesale rewrite. The underlying writing strategy is sound.
 
My response:

I don't like the overt use of "lending the space the hushed solemnity of a place of worship." There is too great a chance that the DM will use that phrase in the description to the players, and I want the players to draw their own conclusions from the description. This is partly because of the "show don't tell" rule, but also because if you give players an overt answer, they stop trying to answer the question. That is, if they think they know what a space is about, they stop investigating it. And we want them to investigate it.

The other issue I have with your version--and this is a criticism I have of AI writing in general-- is that it is frictionless to read. When language flows too easily, readers tend not to absorb it; to extend the analogy, the problem with frictionless writing is that it doesn't stick.

The language I use is intentionally challenging, because it forces the reader to slow down and contemplate the words. I also choose the cadence deliberately, so if a DM does choose to read all or part of this aloud, it has natural stopping points that allow listeners to process one idea before moving onto the next.

If you are aware of a theory of writing that is opposed to my point of view, point it out to me. Otherwise, try another rewrite of the paragraph with my comments in mind.

ChatGPT:

Yes. I think your criticism identifies a real distinction that is often missed when people talk about “good prose”: ease of reading is not always the same thing as effectiveness of reading.

There are theories of writing that push against your position, but I don't think they refute it. They are optimizing for a different purpose.

The strongest counterargument comes from plain-language/readability theory and, more broadly, the idea that prose should minimize cognitive load. In technical writing, journalism, instruction manuals, and especially material that must be processed quickly, sentence-level friction can interfere with comprehension. There is good reason to prefer familiar words, straightforward syntax, and predictable sentence structures in those contexts.

But you're describing almost the opposite objective. You want productive cognitive friction. The reader shouldn't have difficulty understanding the sentence, but the sentence should make them pause. That distinction is important.

There are literary traditions that deliberately do this. Defamiliarization, associated particularly with Viktor Shklovsky, argues that habitual perception becomes automatic and that art can make familiar things strange again by making perception itself more difficult. Similarly, close-reading traditions often value syntactic ambiguity, unusual diction, rhythm, and deliberate pacing precisely because they prevent the reader from simply consuming the text as information.

And your cadence point is particularly relevant to something written for a DM. You're not necessarily writing prose that should be silently skimmed. You're writing something that can function as a mental score for improvisation. The punctuation and sentence boundaries give the DM places to stop, look, absorb, and then reconstruct the scene in their own words.

So I would revise my previous approach considerably. I was trying to make the paragraph better behaved. You are deliberately making it resistant to being skimmed.

With that in mind, I'd make the following version:

"The corridor opens into a cavernous vault, imposing and uplifting, a chamber of concealed glory, with no apparent exits. The cracked and missing floor tiles must once have been laid out in colorful patterns, while the walls show traces of painted plaster, mostly eroded by time and damp, but still directing the eye upward to the domed ceiling. The ceiling itself is covered with countless years of grime, masking all but hints of the frescoes beneath it. Footsteps and conversation echo loudly throughout the room and down the corridor, making even ordinary speech seem somehow out of place."

There are some very deliberate things happening here.

I kept your first sentence almost intact. I think that's important. “Imposing and uplifting” is slightly paradoxical, and “a chamber of concealed glory” is not the sort of phrase I'd want to smooth away. It makes the reader stop and ask what, exactly, is being concealed.

I retained “directing the eye upward.” It's slightly formal and somewhat unusual. Good. “Drawing the eye upward” would be smoother, but I don't think smoother is necessarily better here.

I retained “countless years of grime.” You specifically want language that makes the reader linger, and this is an example of a phrase that does that. “Centuries of grime” is more idiomatic and more precise, but also more disposable. “Countless years” makes the reader momentarily contemplate the duration rather than merely register “old.”

And I changed only the final clause:

“suggesting hushed tones as the best option for privacy”

to

“making even ordinary speech seem somehow out of place.”

The latter doesn't tell the DM why they should have the players whisper. It gives the DM a sensory/emotional instruction from which they can construct the description themselves. It also doesn't identify the room as religious. The players get the echoes; they get the verticality; they get the faded decoration; they get the unexplained sense that this was once something grand. They get to assemble the hypothesis.

There's another possibility that I actually like even better if you want to preserve more of the original's slightly archaic, evocative quality:

The corridor opens into a cavernous vault, imposing and uplifting, a chamber of concealed glory, with no apparent exits. The cracked and missing floor tiles must once have been laid out in colorful patterns, while the walls show traces of painted plaster, mostly eroded by time and damp, but still directing the eye upward to the domed ceiling. The ceiling itself is covered with countless years of grime, masking all but hints of the frescoes beneath it. Footsteps and conversation echo loudly throughout the room and down the corridor, suggesting that hushed tones might be more appropriate here.

I prefer “might be more appropriate here” to “the best option for privacy.” It's intentionally understated. It doesn't tell the DM “this is a church.” It doesn't tell the players “this is a church.” It merely gives the DM the final piece of the intended atmosphere.

And there's a subtle advantage to retaining “suggesting.” The room isn't actually telling anyone to be quiet. The acoustics suggest it. That's exactly the kind of distinction that lets the DM turn the paragraph into their own description rather than simply reproduce it.

In fact, after hearing your rationale, I think I'd go one step further: I wouldn't try to eliminate every awkward or unusual construction in the original. Some of those constructions may be doing exactly what you want. If the prose occasionally makes the DM stop and think “What does that actually mean?”, that's potentially a feature rather than a defect—provided the underlying image becomes clearer rather than murkier.

The goal isn't frictionless prose. It's friction at the points where you want attention, and fluency at the points where you don't. That's a much more interesting editorial principle, and I think it's particularly well suited to this kind of DM-facing writing.

If you want, I can also take the original sentence by sentence and distinguish which awkwardnesses are productive and which are merely accidental, rather than smoothing them all indiscriminately.

At which point I was tired and went to bed.

I'm aware that getting Chat to agree with me isn't actually hard, and doesn't mean I'm right.
 
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