Documentation

How the simulation works — how a session runs, what the two meters track, the responses you can choose, the engines behind a turn, and the assumptions the model makes.
The developer reference — architecture, simulation modes, the frustration engine, the API and the prompt structure is the bottom of the page folded away.

How a session runs

The simulation turns the patterns above into something you can act inside. You play the child; the site plays one parent. Before the first line you make three required choices — mode, role and life stage — plus an optional name and the genders of the two characters.

Next you pick an opening scenario — a failed exam, a breakup, a request for privacy. The parent speaks first, in character. After that every turn follows the same loop: you choose how to respond, the site writes your line in the voice of your role, the line is scored, and the parent answers from whatever stage the score has put them in.

A run ends when either meter reaches 100%. Choosing a role is not a difficulty setting: it decides which pressure points the parent knows about, not how hard the site will be.

The responses you can choose

Each turn offers four responses, drawn from the vocabulary survivors and clinicians commonly use. The site writes the actual line for you in your role's voice — the strategy you pick, not the phrasing, decides what happens to the meters.

Strategy What it looks like Typical trade-off
Fawning Appeasing, agreeing, smoothing things over to defuse anger. Keeps the peace short-term, but erodes your own boundaries and sense of self.
JADE Justifying, Arguing, Defending, Explaining — arguing your case as if logic will land. Feeds the conflict; the facts rarely change the parent's position, and you drain yourself.
Grey Rock Becoming as uninteresting as possible — flat, minimal, non-reactive answers. Reduces supply and emotional engagement, but can feel like numbing yourself over time.
Boundary Naming the behaviour and setting an explicit boundary. Can feel empowering and honest, but often escalates tension and invites retaliation.

Fawning is only available once the parental meter reaches 20%, partway through the Baseline tier. The gate is independent of the tier boundaries: the parent's tone is still baseline when appeasement first becomes possible. Because fawning also cools the parent by ten points, using it right at the threshold can push the meter back below the unlock line for a turn.

None of these is "the correct answer". The simulation is designed to show that in a system built to resist change, every strategy carries a cost — and that the goal is often your own wellbeing, not winning the exchange.

Reading the two meters

During a session you'll see two bars. Understanding what they track helps you reflect on what's actually happening.

Parental frustration

How close the parent is to an overt breakdown. It rises and falls with how you respond. As it climbs, the parent's behaviour curdles — and each role meets its own particular ending.

Meter Stage What the parent sounds like
0–39%BaselineComposed; the mask is intact, though impatience may show.
40–74%EscalatingImpatient and dismissive, then the voice rises as blame and old grievances surface.
75–100%HostileOpen hostility and threats, with no attempt at plausibility; the role's specific breakdown ends the run at 100%.

Personal frustration

Your own accumulating stress. This meter only ever goes up. Fawning, explaining, grey-rocking and confronting all cost the child something. When it reaches the top you've hit your breaking point — a reminder that chronic management of a parent is exhausting, regardless of how well you "handle" them.

Meter Stage What it feels like
0–39%SteadyManageable; you can still think clearly, though bracing begins to show.
40–74%TenseBracing and choosing every word, then flattened and going through the motions.
75–100%BurnoutNumb or raw; even a small exchange costs more than it should, until the breaking point ends the run.

In compare mode a single pair of bars stands in for every compared child and shows the highest value across them. The comparison is about how differently the parent answers each role, not about which column is "winning".

The way a session ends is a teaching point. Reaching the top of the parental meter shows how the system responds to a challenge; reaching the top of the personal meter shows what that same effort costs you.

The engines behind a turn

Four parts do the work, kept deliberately separate: the prose is generated, the numbers are not.

Scenario library

Twenty-eight opening scenes, grouped by theme — school and work, relationships, autonomy, health, family life, digital life — and keyed to the life stage each one fits.

Language model

A local model writes the dialogue from two separate personas, one for the parent and one for the child. The parent stays in character and never explains itself to the user.

Frustration engine

Rule-based scoring. Each strategy carries a fixed cost, applied to both meters and clamped between 0 and 100. The model's wording cannot change the score.

Role lock

The role you pick is fixed for the whole run. The parent's view of you can harden, but you are never promoted or demoted into another role mid-scene.

That split is why a run can teach something. Because the numbers are deterministic, repeating a choice produces the same pressure: if a boundary costs fifteen points of personal frustration, that is the simulation's argument about boundaries in this family, not an artefact of how one particular reply happened to be phrased.

Where the exact figures live. The scoring tables, stage thresholds and endings are documented in the frustration engine section of the technical documentation at the bottom of this page. The teaching point here is the shape of the trade-off, not the number attached to it.

How the simulation handles narcissistic concepts

A simulation has to make choices a textbook does not, and those choices are where the teaching happens. These are the ones this site makes.

Escalation, not conversion

Nothing you say fixes the parent. A well-set boundary can lower the immediate temperature, but it does not produce insight, and the meter measures pressure rather than progress. That is deliberate: in these systems the goal is usually your own stability, not a better parent.

The cost is modelled separately

The parental meter moves both ways; the personal meter only climbs. Coping — even coping that works — is labour, and the simulation refuses to let a good turn look free.

The response depends on the role

Compare mode exists because the same sentence lands differently depending on who says it. A boundary from a golden child reads as ingratitude; from a scapegoat it reads as an attack; from an invisible child it reads as a surprise. The parent is not reacting to your wording alone — it is reacting to the position you occupy.

Roles do not transform

In real families roles can move. The simulation holds yours fixed so the ending stays legible: each role escalates towards its own logical extreme rather than dissolving into a general argument. The endings are dramatisations — the shape of what a role is protecting, taken to its limit — not predictions about any real family.

What it does not model

A fiction, not a diagnosis. The parent is a character written to behave consistently, not a model of a real person, and no output here can tell you whether someone in your life has a personality disorder.

Terminal outcomes by role

When the parental meter reaches 100%, each role triggers its own ending. If your own meter fills first — or in the same turn — the run ends at your breaking point instead. These endings are dramatisations of dynamics described in survivor literature:

Golden Child

Conditional Love Revoked

The pedestal is removed the instant you stop performing. Love turns out to have been a transaction all along.

Scapegoat

Total Exile / Condemned

Blame hardens into a final verdict, delivered by the parent alone: every grievance laid on you at once, cast out and blamed for everything, with no defence and no appeal.

Invisible Child

Total Erasure

Not angrily cast out, but quietly erased — you are absorbed into the background until you cease to register at all.

Every ending is followed by a short debrief in the transcript. It counts which responses you actually used, names the one you leaned on most, and opens that move to show two things: what it cost you, and what a narcissistic parent reliably does in return. The moves you never tried are listed as well — muted, but still expandable — because they are usually the ones worth practising. The debrief carries no scores of its own; it explains the pattern the two meters were measuring.