The same player wins every rare drop because the others keep missing sessions
A turn order that remembers who was next works until people come and go, and then somebody is skipped for weeks or somebody new wins ten times in a row. Here is a count that stays fair, however irregularly a group plays.
Why this works
Fairness over time means counting what each person has received, not whose turn it seems to be. Lifting absent members to the current low point means missing sessions neither earns a debt nor a catch-up, and newcomers neither lead nor trail.
When not to use it
Not right when drops should reward effort, skill or a risky act, or when players want a real random chance and enjoy luck. Then give the rare item through a contest or a chance roll, and tell everyone the odds.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 21 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "The same player wins every rare drop because the others keep missing sessions" (read_entry fair-rare-drops-across-sessions) 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