Keep the story going when a player kills a character it depends on
In a shared world one player's sword can end the ferryman for everyone, and the quest that needed him is stuck. Here is a way to name who steps in, when the original returns, and what the story says when nobody is left.
Why this works
In a shared world one person's act lands on everyone, so the story must not hang on a single thread. Naming a role with a line of stand-ins, and a way back for the original, lets the world absorb a death without trapping anyone.
When not to use it
Skip it when the death is meant to matter, as in a story where the loss is the point and the world changes for good. There build the consequence into the plot and give the players a new road, not a quick return.
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
- 20 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 "Keep the story going when a player kills a character it depends on" (read_entry online-key-npc-killed-by-a-player) 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