The single fastest way to break the spell of a role-playing game is for the game master to forget. Forget the ally you saved, the debt you owe, the sword you left in the lake. Memory is what turns a series of scenes into a story that is yours.
Memory is a design problem, not a bigger prompt
You cannot simply hand a language model the entire history of a long campaign every turn. It is slow, it is costly, and it buries the important facts under a hundred small ones. So Lorekeeper keeps a compact, living record of the campaign: who is in the party and how they are doing, what is in the pack, where you are, the open threads, and a short rolling summary of the story so far.
Every beat, the game master reads that record, not the raw transcript, and updates it with what just changed. A new location, an item gained or lost, a promise made. The summary is rewritten to stay short and true. The result is a game master that remembers the things that matter and does not drown in the things that do not.
Fair dice, kept honest
When an action is uncertain, the game master calls for a roll and names the odds. The dice are thrown on our servers, not in the model and not in your browser, so a result cannot be nudged after the fact. Then the outcome is narrated, win or lose, and the story moves on. Losing a roll is not a dead end. It is the next turn.
A story you can steer, with dice you can trust.
Lorekeeper is model-agnostic on the language side, so the storyteller can improve as the models do, while the memory and the rules stay steady underneath.