Spielerando

Decide when fast travel must be refused during a running story

A jump across the map is handy until it carries the player away from the friend they promised to escort, into a place the story has not opened yet, or past a ticking deadline without a word. Here is how to answer yes or no with a reason, and how much time the trip costs.

Why this works

Fast travel is time passing and people left behind, so it must answer to the same story as any other act. Asking the blockers in a fixed order means the reason the player sees is always the one that matters most.

When not to use it

Skip it in a game where travel is the experience, such as a long walk with talk on the way; offering a shortcut there empties the game. Or let the player travel and handle the cost in the story, such as a worried companion.

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
  • 22 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 "Decide when fast travel must be refused during a running story" (read_entry fast-travel-during-story-scene) 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