Stop players from rerolling a story risk by reloading the save
A risky choice succeeds on the third reload, and the tension is gone. Yet a fixed result for everything feels wrong too. Here is how to make an outcome depend on the save and the decision, not on the moment, and still allow a deliberate retry.
Why this works
A risk only means something if it cannot be erased by trying again. Tying the dice to a saved seed and the name of the decision gives the same answer every time, and only a story reason for a second try may change it.
When not to use it
Wrong for games built on experiment and replay, where trying again is the fun, and for jokes or low stakes where a stubborn bad result just annoys. Let those roll fresh, and tell the player when a retry exists.
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
- 25 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 "Stop players from rerolling a story risk by reloading the save" (read_entry reloading-must-not-reroll-the-outcome) 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