Meet the Fixer: the Repair Agent That Un-Breaks Your Campaign
A second agent that repairs broken game state, refuses to touch your story, and runs on its own daily credits so reporting a problem never costs you a turn.
Meet the Fixer: the Repair Agent That Un-Breaks Your Campaign
Software breaks. Ours included.
A spell slot comes back wrong. A dice card never arrives. A fight will not advance. Until now your options were to describe the problem to the Dungeon Master, who is a storyteller and not a mechanic, or to email us and wait.
There is now a wrench beside the send button.
What the Fixer Is
The Fixer is a second agent. It is not the Dungeon Master wearing a different hat, and that distinction is the whole design.
You describe what went wrong. It reads your campaign's actual records, works out whether something is genuinely broken, repairs it, and tells you what it changed. Then it gets out of the way.
What It Repairs
- Numbers that do not add up. Hit points, spell slots, currency, experience.
- Missing dice cards. A roll the Dungeon Master asked for that never appeared.
- Stuck combat. A fight that will not advance to the next turn.
- Companion state. An ally showing as dead who is standing right there.
- Effects that never landed. A condition that should have applied and did not.
Why You Can Trust It With Your Sheet
An agent that can edit your character sheet is, if you think about it for four seconds, a wish granting machine in a hard hat. Ask nicely for a magic sword and see what happens.
Three things stop that, and only one of them is the instructions we gave it.
- It has no story tools. The Fixer cannot narrate, roll dice, rest, travel, or advance a fight. Those functions do not exist on its surface. It is not that it declines to tell you a story. It has no mechanism to do so.
- Every repair is reviewed independently. When a fix changes anything, a separate reviewer inspects the before and the after. It sees only what actually changed, never the Fixer's own account of what it did, so a persuasive explanation earns nothing. Anything that does not hold up is put back exactly as it was.
- It fails closed. If the reviewer objects, or if the review itself errors, the change is reverted. Doing nothing is always the safe outcome, and that is the outcome we default to.
It Does Not Cost You a Turn
Fix sessions draw on their own daily pool, separate from play: 10 a day on Free, 20 on Adventurer, 40 on Legend.
This matters more than it sounds. If reporting a problem cost you a turn, you would weigh whether the bug was worth the turn, and most of the time you would decide it was not, and we would never hear about it. So it does not cost a turn. The wrench also stays available when you have hit your daily cap or a turn is wedged, which is precisely when you need it.
What It Will Not Do
- It will not play the game. Ask it to describe a room and it will politely decline. That is between you and the Dungeon Master.
- It will not grant you things. If your records show you spent the spell slot, the Fixer will defend that spend rather than refund it. It fixes what is broken, not what is disappointing.
- It does not promise you a person. Reports help us find real bugs, but nobody should tell you a human will personally review your campaign, so it does not.
The Endlessness and the Fixer
Our AI Dungeon Master ships with the Fixer on every plan. Tap the wrench beside Send, say what happened, and it reads the record rather than taking your word or ours.
For related reads, our my AI DM got it wrong, persistent world state, and transparent dice rolling posts cover more.
Final Takeaway
Every AI Dungeon Master occasionally gets something wrong. Most of them leave you to live with it. The Endlessness gives you a wrench, a repair agent that cannot touch your story, and a daily allowance that is not your play time.
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