Spielerando

Decide what happens to a quest when the person who gave it dies

The player finished the job, walks to the quest giver and finds a grave. Either the quest log shows a task nobody can accept, or the reward is lost. Here is a clear rule set for each situation, so every quest ends in a sensible way.

Why this works

A death is one event, but every quest that mentions that person is affected differently. Deciding once, by role and by how far the job has come, means no quest is forgotten, and the player always gets an ending that explains itself instead of a task nobody can accept.

When not to use it

Do not use fixed rules when the death is the story itself, such as a murder mystery or a funeral quest. There a hand-written scene should decide what happens to each job, because a generic closing line would ruin the moment.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 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 "Decide what happens to a quest when the person who gave it dies" (read_entry quest-giver-dies-before-turn-in) 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