Trust is slow to earn and quick to lose, and a betrayal should leave a ceiling
If a lie costs ten points and a kind word wins ten back, nothing the player does ever really matters. Here is how trust gets harder to raise the higher it is, how a betrayal hits at once, and how the ceiling lifts again with days.
Why this works
Trust works like this in life: each good deed counts for less the more you already have, and one breach undoes a lot. Letting the limit rise again with time means a mistake costs dearly yet can still be repaired, so the story stays open.
When not to use it
Skip it when betrayal should be final, as in a story where one lie ends a friendship or a character never forgives. Then drop the recovery and make the loss permanent, and tell the player clearly in advance.
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
- 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 "Trust is slow to earn and quick to lose, and a betrayal should leave a ceiling" (read_entry narr-vn-trust-betrayal-recovery-cap) 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