Decide which items a captured player manages to hide from the guards
When the story takes the hero's belongings, a clever player will ask whether something small could have stayed hidden. This entry decides which items escape a search, how many hiding places there are, how a thorough guard differs from a lazy one, and where the taken things wait.
Why this works
A capture only feels fair if the player can see why one thing was kept and another taken. Tying survival to how well a thing hides and how hard the guard looks gives a rule to reason about, and a small number of hiding places keeps the loss real.
When not to use it
Skip it when the capture is a fixed story beat in which the hero must arrive empty-handed, or when you want pure surprise. Then simply take everything, and hand it back at a planned moment.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 23 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Decide which items a captured player manages to hide from the guards" (read_entry hidden-items-survive-a-search) 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