Pick what a New Game Plus keeps without breaking the story
Players finish the campaign and start again with their weapons and upgrades, but the story says they never met the mechanic who built them. Or the ally is both alive and dead. Here is how your AI tests a keep list for missing roots and contradictions and shows what must be dropped.
Why this works
Facts depend on each other: an upgrade exists because of a meeting, and some facts rule each other out. Keeping something without what it rests on creates a hole in the story. Removing such things until the list holds together is the only way to keep it honest.
When not to use it
Skip it when the second run is openly a new story or a parody, where players expect the rules to bend. Let them keep everything and say in the first scene that this is a different time. The check is for runs that claim to continue the same world.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 37 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Pick what a New Game Plus keeps without breaking the story" (read_entry new-game-plus-carry-over-consistency) 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