Spielerando

Show the right moon for any story day, also days before the story began

A werewolf night needs a full moon on the right day, and a player who skips ahead or reads a flashback must see the right moon too. A moon that just loops by frame count drifts away from the story. Here is how to tie it to the calendar, and what breaks on the first days.

Why this works

The moon is a repeating cycle, so any day is just a position in that cycle, counted from one known new moon. Wrapping the count around makes days before the story behave exactly like days after it.

When not to use it

Skip it when the moon is a story symbol, not a clock: an invented world with two moons, or a moon that is full exactly when the plot needs it. Set the phase by hand there.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 22 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 "Show the right moon for any story day, also days before the story began" (read_entry moon-phase-for-a-story-calendar) 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