Make characters lose trust when a lie they believed comes to light
The player tells three people a convenient untruth. When it is discovered, everyone who believed it should react, more strongly if they acted on it, and less if the player owned up. Here is how to remember who was told what and compute the consequences.
Why this works
Trust is lost in proportion to how badly someone was fooled. Someone who only heard a lie feels less cheated than someone who acted on it, and an honest confession softens the blow, so the penalty follows what each person did and how it came out.
When not to use it
Wrong for games where characters hardly differ in what they know, or where every lie should have the same cost. A simple fixed loss is clearer there, and a one-off lie told to a single person needs no records at all.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 35 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make characters lose trust when a lie they believed comes to light" (read_entry exposed-lie-spreads-distrust) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP