Score good and bad deeds so small acts cannot be farmed
If every helpful nod gives a point, a player can turn into a saint by helping with trivial chores a hundred times. Here is a score that rewards real decisions, shrinks repeated tiny ones, and turns into a label only after a safe middle zone.
Why this works
A score is meant to say who the player is, not how long they grind. Letting each repeat of the same kind of deed count for less puts a ceiling on small acts, while a single big decision can still change the whole picture.
When not to use it
Wrong when goodness is meant to be earned by steady effort, or when you drop good and evil as a single line altogether. Then track separate relationships or consequences per person instead of one score for the whole hero.
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
- 19 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 "Score good and bad deeds so small acts cannot be farmed" (read_entry morality-score-that-cannot-be-farmed) 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