Decide who holds the story's key item when the carrier drops out
The one player carrying the only key to the next chapter loses connection, falls in battle, or quits the party. The rest should neither be stuck nor see the key vanish into thin air. Here is the order of who gets it, after how long, and what if nobody can.
Why this works
A shared story cannot depend on one person's presence. Giving the item exactly one holder at a time, with a patient wait before any move and a fallback place anyone in the group can reach, keeps the group moving and never gives the key two owners.
When not to use it
Skip it when the item is meant to be lost, stolen or fought over, since the carrier's trouble is then the story. Also skip it when each player owns a personal copy of the key and nothing is shared.
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
- 24 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 "Decide who holds the story's key item when the carrier drops out" (read_entry online-story-item-when-its-carrier-leaves) 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