Find choices that drop a reputation below what a later quest demands
Helping one group often costs standing with another, and a few early choices can quietly make a required job impossible hours later. Here is how to search every combination of choices for the exact path that gets the player stuck.
Why this works
A gate that can be opened by someone does not mean that you can open it. The harm comes many choices earlier, so only walking through the real chains of choices shows whether a player can arrive at the gate with enough standing.
When not to use it
Skip it when being locked out is the point, such as a game about consequences where a bad name closes doors for good. And with very many choices the search grows large; then check the key gates by hand instead.
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
- 26 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Find choices that drop a reputation below what a later quest demands" (read_entry reputation-choices-lock-needed-quest) 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