Catch answers whose tone and effect point in opposite directions
A warm-sounding line that quietly costs the player a friend, or a harsh one that earns praise, feels like the game lying. This entry compares what each option says with what it does, and finds choices where a gentler answer is punished more.
Why this works
Players learn what the game values by what it rewards, so a warm line that costs trust teaches them the opposite of what you wrote. Comparing the feel of each answer with its real effect catches the mismatch before a player is confused by it.
When not to use it
Wrong for stories built on betrayal, where the kind answer is meant to be a trap or the cruel one secretly wins respect. Mark those lines on purpose. Also unhelpful when tone is too subtle to give a single score.
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
- 23 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 "Catch answers whose tone and effect point in opposite directions" (read_entry kind-answer-that-lowers-trust) 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