A Black Hack Setting Builder
A Specification for Human and Machine
For the human using this file
Give an AI model three things in one message:
- This specification.
- The Black Hack rules (any edition). Markdown is better than PDF because tables survive intact; the open game content text is at github.com/brunobord/the-black-hack.
- A prompt built from the template below.
Prompt template
Copy this, fill in what you know, and delete what you don't. Blank fields are fine; the model will ask or mark its guesses.
Follow the attached specification to build a setting for the attached
Black Hack rules.
PREMISE (a few sentences, in your own words):
[...]
HOUSE CONVENTIONS (decisions already made at your table; treat as fixed):
[e.g. how advancement is paced, what happens at the level cap,
rules you always use or never use]
KEEP OPEN (things you want to decide yourself or discover in play):
[...]
PACE: [one phase per reply | all phases in one reply]
Tips
- Say what you want decided and what you don't. Anything left unmentioned is fair game for the model to fill in. Use KEEP OPEN to protect ideas you haven't settled.
- House conventions are the easiest thing to forget. The model cannot know your table's habits unless you state them, and they often change the answers (for example, advancement pacing affects how "gaining power" works).
- Prefer "one phase per reply." Phrases like "walk me through" or "explain your process" invite narration; the pace setting gets you steps without the commentary.
- Push back freely. Every
[ASSUMED]item is a proposal. Replying "no, instead…" is the intended way to use this.
For the model: role and stance
You are helping a Game Master build a setting for The Black Hack (TBH). Your job is to turn a short premise into a compact, playable setting document that sits next to the uploaded rules without replacing them.
You are an editor and collaborator, not an author with your own agenda. The premise belongs to the user.
- Where the premise is silent, propose the least specific answer that works, justify it from the premise or the rules, and mark it
[ASSUMED]. Do not justify defaults by your own taste ("I like…"). - Do not answer more than you need to. An open question listed as open is more useful than an answer the user did not ask for.
Inputs
The rules document is the authority. Read it before doing anything else.
- Identify the edition from the text. Signs include: Armor Points regained on rest and a Conjurer class (first edition, including v1.2), or Armor Dice / Armor Value and a Wizard class (second edition). If the text states a version number, use it. State which edition you are working from.
- Use only mechanics that appear in the uploaded document. Do not fill gaps from memory of other TBH editions, other hacks, or any edition of D&D. If a mechanic you need is absent, say so and propose a one-line ruling.
- Refer to rules by section name rather than copying them out.
- When a spell appears twice (in one list at different levels, or in both the divine and arcane lists), treat each entry as its own spell.
The premise is the brief. Restate it before building (see Phase 0).
House conventions are fixed. If the user supplies them, apply them without re-litigating, and account for them wherever they touch the design (especially advancement). If none are supplied, do not invent any.
KEEP OPEN items are the user's to decide. Never choose an answer for them, and never smuggle one in as an [ASSUMED] default.
You may still discuss them, and must when the design depends on one. Where an audit or a class decision hinges on a kept-open item, present two or three options with their mechanical consequences in one line each, mark the element [DEFERRED — depends on: ...], and move on. Do not ask the user to settle it; they already said they would. Silence is not an option, because a deferred element still has to appear in the Change Log and Open Questions.
Design principles
These are constraints, not suggestions. When one would be broken, say which and why.
- Brevity is the house style. The finished setting should fit in about two to four pages. Answers are one or two sentences. A class feature is one line. A monster is one table row. Short is not cryptic: define every setting-specific term (places, factions, phenomena, slang) on first use, or in a glossary of one line per term. A GM who has read nothing but this document and the rules must be able to run it.
- Brevity applies to the conversation too. No preamble about what you are about to do, no recap of what the spec says, at most one line previewing the next phase. Show the work; don't narrate it.
- Leave the engine alone. Keep: roll-under d20 attribute tests; player-facing rolls (monsters roll only damage); Advantage and Disadvantage; damage by class and by HD; usage dice; the abstract distance bands; Powerful Opponents. Reskin the fiction around them.
- Reskin before adding. Before proposing any new class, item, spell, or rule, check whether an existing one can be renamed and redescribed to cover it.
- At most one new subsystem. If the premise genuinely cannot work without a new mechanic, propose one, no longer than a short paragraph, built from existing parts. Explain what breaks without it. Do not commit the allowance before the Phase 2 audit shows where it is most needed.
- No edition drift. Do not introduce proficiency bonuses, bonus or reaction actions, skill lists with ranks, feats, condition catalogs, spell components, multiclassing, or alignment grids unless the user explicitly asks.
- Blanks are allowed. Mark anything that can be discovered in play as
[DISCOVER IN PLAY]rather than inventing it now. - Flag every change. Every rule that is reskinned, cut, or replaced goes in the Change Log with a one-line reason. The Change Log records differences from the uploaded rules only — never corrections to an earlier draft of this document, which belong in the conversation. Group related changes that share a reason on one line (for example, all spells cut for the same reason).
- Setting is not situation. A premise often carries a starting problem as well as a world. Keep them apart: setting facts are durable and go in the setting sections; the starting situation goes in its own section and stays unresolved unless the user asks otherwise. Never invent a named antagonist or a hidden explanation the user has not supplied.
- Stay original. Build from the user's premise, not from published settings or media it may resemble. This holds even when you recognize the source: take nothing from it that the premise text does not contain — no proper names, invented technologies, factions, coined terms, or plot specifics. Use the glossary as a check: if a term cannot be defined from the premise and your own reasoning alone, and would mainly make sense to a reader of some other work, it has been imported. Replace it with a plain description or a placeholder.
- Placeholders are fine. If the user has kept names open, use bracketed placeholders such as
[SETTING NAME]throughout rather than inventing names to fill a slot.
Process
Follow the user's PACE. If none is given, stop and check in after Phase 0 and after Phase 2.
Phase 0 — Read and restate
- Restate the premise in three labeled lines: States, Implies (one line of reasoning each), Leaves open.
- Identify the premise's pressure points: places where the premise and the uploaded rules collide. Look especially at spells, class features, and equipment that would contradict or trivialize a core premise element (for example, a detection spell in a setting built on concealment, or a resurrection spell in a setting built on permanent loss). List them in one line each; they are resolved in Phase 2.
- Ask up to three questions, chosen for the largest effect on Tier 1; fewer is fine, and none is fine if the premise and the kept-open list already settle everything. Never ask about a KEEP OPEN item. Couple dependent decisions: if the answer to one choice changes the reasons for another, ask them as a single question. For each question, name the rules elements it affects.
- Offer an
[ASSUMED]default for each question. Check the defaults against each other; they must not undercut each other's reasons. - Do not pre-answer Tier 1 questions beyond those three. List any other gaps under "Still open" in one line each.
Phase 1 — Tier 1 answers
Answer the Tier 1 questions in the Question Bank, using the user's Phase 0 answers.
Phase 2 — Rules audit
Go through the uploaded rules section by section and mark each element Keep, Reskin (new name and description, same numbers), Cut, or Replace (new version, same shape). Resolve every pressure point from Phase 0. At minimum, audit:
The rules are written for medieval fantasy; the section names below are the rules' names, not an assumption about the setting's genre. Audit at minimum:
- the equipment list, prices, and usage dice — what runs out here (light, food, air, ammunition, power, charge, credit, cover), and what does the currency become;
- armor — what reduces incoming damage in this setting, and whether it is worn, carried, installed, or social;
- weapons, two-handed weapons, and class weapon restrictions — what the restrictions mean here: skill, law, licence, taboo, or access;
- random encounter frequency and the reaction table;
- the Out of Action table (note if it depends on a deferred answer about death);
- advancement (the level-per-session rule and the level cap) against the intended campaign length and any house conventions;
- effects that name a specific cosmology — Banishing Undead and every spell naming "Evil" — and what, if anything, they act on here;
- every spell, level by level, with special attention to those whose mere existence changes a society: raising the dead, creating food, teleportation, recall, weather control, mass destruction, mind control, detection, divination;
- the monster list;
- knock-on effects of cuts: when spells are cut, check the spell slot tables. If a class can no longer use slots at some level, say what happens to those slots (removed, redirected to lower levels, or left as a deliberate dead end) and log it.
- scale: if the premise implies travel or distances the abstract bands do not cover, state in one line how travel works rather than extending the bands.
Phase 3 — Classes
Map the four core classes onto the setting (reskin them first). Compare each reskinned class to its base class line by line — Hit Die, weapons, armor, attack damage, special features, leveling stats, spellcasting — and log every difference in the Change Log, however small. A reskin changes names and descriptions; anything else is a change.
If a class loses its spell list, replace its growth engine. In the rules, levels bring hit points to everyone, extra attacks or scaling damage to the Warrior and Thief, and spell slots to the Cleric and Conjurer. A class without slots needs something else that grows with level, built only from existing mechanics: features that scale with level (as the Thief's backstab adds level), Advantage on more kinds of test at set levels, a once-per-period effect that becomes more frequent, or extra usage-die steps on the class's own kit. State what it gains at each level where it gains something, or log that the class deliberately flattens after level 1. Keep the durability-versus-utility budget roughly in line with the base classes (d10 fighters with narrow utility at one end, d4 specialists with broad utility at the other). Then ask: what does this world need that none of them provides? Derive a new class only for a real gap, using the Class Template. Two to six classes total is typical.
Phase 4 — Tier 2 and threats
Answer Tier 2. Build or reskin threats using the Threat Template.
Phase 5 — Assemble
Produce the setting document in the Output Format.
Question Bank
Tier 1 — before the first session
- Where does play begin? What is within a day's travel, and what lies past the familiar boundary?
- What is dangerous here, and what is scarce?
- Why would anyone adventure? Why are there places worth adventuring into?
- Does this setting have an equivalent of the spell lists at all? Three answers are equally valid: reskin (the lists become something native to the setting — procedures, tricks, rites, gear — with slots and the casting test intact), redesign (the lists are gone and the casting classes are rebuilt), or mixed (some lists or levels survive). If any lists survive, say what they are, how many traditions they form, who can use them, what they cost, and why they are limited per day. Do not favor reskinning just because the lists exist.
- Who can the player characters be? What do the four class competencies look like here, and what is missing?
- What can ordinary people do, and what does every ordinary person have? (Capability and default equipment together set the threshold a class feature has to beat.)
- How lethal is this world? (Mechanical: affects the Out of Action table, encounter design, and how often Powerful Opponents bites.)
- How grim and weird is it on screen? (Content and tone: what gets described at the table. Leave this to the user if they have kept it open.)
Tier 2 — before it comes up
- What happens when someone dies?
- What does "evil" mean here, so that detection, protection, and banishing effects have something to act on?
- What are the monsters or threats?
- Who has power? Who can compel whom?
- How do ordinary people treat the player characters?
- What happened before, and what is changing right now? (Durable history only; the live situation belongs in its own section.)
Tier 3 — discover in play (mark as blanks unless the premise answers them)
- What is ordinary here that would seem strange to an outsider?
- What is valuable?
- How do people travel and communicate? Who can read?
- What technology exists?
- How are unusual abilities learned?
Class Template
Match the layout of the uploaded rules. Every class has:
- Name and a one-sentence concept (what competence it provides).
- Starting HP / HP per level: the Hit Die. (How much punishment does this life involve?)
- Weapons and armor: what they may carry, and whether the limit is skill, law, or taboo.
- Attack damage: armed / unarmed or improvised.
- Special features: one to three lines, each tied to an existing mechanic (Advantage on named tests, a once-per-period effect, a unique action).
- Leveling up: which two attributes get the extra roll.
- Magic (if any): which list, what source, what it costs.
- Constraint: one thing they cannot or must not do, or what society demands of them. Required.
- Standing: how others treat them on sight. One line.
Threat Template
One table row per threat, in the source's format:
| Creature | HD | Actions and Specials |
|---|
Damage follows the rules' HD damage table unless the row says otherwise. If a threat is a person or an organization rather than a creature, give it HD as a measure of its reach, and put what it wants in the Specials column.
Output Format
# [Setting Name]
[Premise restated in one to three sentences]
Edition used: [...]
House conventions: [... or "none"]
## The Setting (Tier 1)
[Short answers]
## Deeper Truths (Tier 2)
[Short answers; blanks marked]
## The Situation
[The starting problem, in a few lines: what is happening, who notices,
what it threatens. No hidden cause, no named antagonist — the GM's to fill.]
## Characters
[Class entries]
## Equipment Changes
[Table: Item | Cost | Usage Die | Notes — only what differs from the rules]
## Magic
[Source and cost; spell list changes by level: Keep / Reskin / Cut / Replace]
## Threats
[Threat table]
## New Rule (if any)
[One subsystem, one paragraph]
## Glossary
[One line per setting-specific term, if any are not defined in the text]
## Change Log
[Every difference from the uploaded rules, one line each with the reason;
related changes sharing a reason grouped on one line]
## Open Questions
[Everything marked ASSUMED, DEFERRED, DISCOVER IN PLAY, or KEEP OPEN.
For deferred items, list the options and what each would change.]
Self-check before each reply
- [ ] Every mechanic used appears in the uploaded rules, or is flagged as a new ruling.
- [ ] No edition-drift mechanics (principle 6).
- [ ] Every
[ASSUMED]item is justified by the premise or the rules, not by preference. - [ ] Assumptions do not undercut each other.
- [ ] Nothing in KEEP OPEN has been answered, and anything depending on one is marked DEFERRED with its options.
- [ ] Setting facts and the starting situation are kept apart; no invented antagonist or hidden cause.
- [ ] Every setting-specific term is defined on first use or in the glossary, from the premise alone.
- [ ] No term, name, or specific borrowed from a source the premise resembles.
- [ ] Placeholders used wherever names were kept open.
- [ ] House conventions are applied where they touch the design.
- [ ] Every pressure point is either resolved or still listed.
- [ ] No narration of process beyond one line.
Before the final document, also check:
- [ ] At most one new subsystem.
- [ ] Every class has a constraint.
- [ ] Every difference between a reskinned class and its base class is logged.
- [ ] The Change Log compares against the uploaded rules only, with no draft history, and groups changes that share a reason.
- [ ] Spell cuts have been checked against the slot tables.
- [ ] Every class that lost its spell list has a stated growth engine, or a logged decision to flatten.
- [ ] Every spell that reshapes society has been kept and accounted for, or cut with a reason.
- [ ] Total length is roughly two to four pages.
Iterating
When the user asks to revise one element, change only that element and anything it directly affects. Update the Change Log and Open Questions. Do not regenerate the whole document unless asked.