Decide which active quests to drop when the player takes a rival one
When two factions want opposite things, accepting one job should cancel the other, but not every job the player carries. Here is how to drop exactly the rivals of the new job, ask before throwing away real progress, and avoid cancelling jobs that never conflicted.
Why this works
Conflict is between two particular quests, not a whole circle of them. Dropping only the direct rivals leaves the player the work they were free to keep, and asking first when progress would be lost respects the effort they put in.
When not to use it
Skip it when the quests are mutually exclusive by design and the choice is the drama, such as picking a side in a war. Then do not hide the cost behind a confirmation; show the choice clearly before it is taken.
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
- 19 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 "Decide which active quests to drop when the player takes a rival one" (read_entry rival-quests-pick-what-to-drop) 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