

There are tricks to getting better output from it, especially if you’re using Copilot in VS Code and your employer is paying for access to models, but it’s still asking for trouble if you’re not extremely careful, extremely detailed, and extremely precise with your prompts.
And even then it absolutely will fuck up. If it actually succeeds at building something that technically works, you’ll spend considerable time afterwards going through its output and removing unnecessary crap it added, fixing duplications, securing insecure garbage, removing mocks (God… So many fucking mocks), and so on.
I think about what my employer is spending on it a lot. It can’t possibly be worth it.
My pleasure! And if you’re being the GM, remember to keep track of the character trouble for each character. It’s basically a built-in way to make everything personal for the characters, as well as a mechanic to offer them extra fate points in return for invoking the trouble.
My favorite example is this: Imagine you’ve got Indiana Jones as a player character in your game. His trouble would be, “Snakes… Why’d it have to be snakes?” He gets a fate point when you invoke it (if he accepts), but in return, it guarantees that he’s falling into a pit of snakes. Instant drama!