A friendship should cool when ignored, but never below what you earned
Characters who forget you after a week of silence feel alive, but a bond that melts to zero punishes players who took a break. Here is how neglect can cool a bond after a grace period, why each memory sets a floor, and why reading it twice must not cool it twice.
Why this works
Friendships cool when ignored, yet what two people lived through does not disappear. A floor set by shared milestones protects the story the player built, and working out the cooling from the last contact means reading it again changes nothing.
When not to use it
Leave it out when players dip in and out, for example a game played in short sessions with long breaks, or for anyone who dislikes being punished for time away. Let bonds stay as they were when the player left.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 20 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 "A friendship should cool when ignored, but never below what you earned" (read_entry narr-vn-bond-neglect-decay-floor) 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