Let a shared scene move on without waiting for a player who walked away
A scene waits until everyone presses continue, and one person has gone to make tea. Here is the rule for when the group may go on, why a scene must never run on with nobody there, and what the waiting player sees.
Why this works
A group should wait for people who are there, not for people who are gone. Telling the two apart by recent activity keeps the story moving, while requiring at least one ready person means a scene never plays out to an empty room.
When not to use it
Skip it when the scene is a deliberate pause the whole group must see, such as a vital clue or a sad farewell. There wait for everyone, and let the others see who is still missing.
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
- 16 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 "Let a shared scene move on without waiting for a player who walked away" (read_entry online-shared-scene-waits-for-the-active) 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