Spielerando

Allow a betrayal between player characters only where both agreed to it

A traitor twist is great when everyone signed up for it and miserable when a friend loses a hard-won item to a surprise. Here is a consent setting with levels, what happens when the two sides disagree, and why taking consent back must act at once while giving it waits.

Why this works

A surprise is only fun when the person surprised chose the risk. Tying the harm to the lowest agreement in the room, and letting a no work at once while a yes waits, keeps the twist a gift rather than a trap.

When not to use it

Skip it in games where players are strangers drawn together at random, or where children play. There betrayal between people should be switched off completely, and the traitor can be a character in the story.

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
  • 28 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 "Allow a betrayal between player characters only where both agreed to it" (read_entry online-betrayal-between-players-needs-consent) 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