Tell a returning player what the townsfolk did while they were away
In a world that keeps going, the baker has had a week of news, and two friends coming back on different days must hear the same history. Here is how to make the past the same for everyone, without storing a thing, and how many events to tell.
Why this works
A shared past must be the same for everyone who asks. If events come from the world itself, using only a fixed seed, a character and a stretch of time, then no one needs a record to be kept, and two visitors can compare notes without finding a contradiction.
When not to use it
Skip it when the events change the world, such as a death, a sale or a rescue, or when players act on the same people while others are away. Those facts must be real records, not told stories.
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
- 34 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 "Tell a returning player what the townsfolk did while they were away" (read_entry online-what-happened-while-you-were-away) 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