Offer a choice of three rewards, and make sure one of them is usable
A quest that offers three rewards is a gift unless all three are for a class the player does not play. Pure luck gives that bad hand too often, and three swords in a row is dull. This entry shapes the offer so it is varied and always holds something useful.
Why this works
A choice is only a choice when the options differ and at least one is useful. Building the offer in steps, one that fits plus a mix of kinds, avoids the dud hand that pure luck deals too often without making the pick obvious.
When not to use it
Don't guarantee a fitting reward when you want the player to feel tempted away from their plan, or to take something odd for a friend or a sale. Offer all three at random and trust the player to decide.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 19 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 "Offer a choice of three rewards, and make sure one of them is usable" (read_entry offer-three-rewards-with-one-that-fits-the-hero) 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