Make the world richer the farther you walk from the starting point
Players should be rewarded for leaving the safe-looking start area, but a straight line from poor to rich makes a visible ring on the map and a rare item right at the doorstep. This entry shows a smoother ramp and how to shift the odds without rewriting any table.
Why this works
Players read the world as a story of risk and reward, and a sharp border shows them the seam. A gentle slope toward richer finds pulls people outward without a visible line, and scaling odds instead of rewriting lists keeps every list as it was.
When not to use it
Skip it when the start is not the safest place, for example when players spawn at random spots or the map is a maze with no centre. Tie richness to danger or to a chosen zone instead of to distance.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 24 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 "Make the world richer the farther you walk from the starting point" (read_entry loot-richness-by-distance-from-spawn) 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