A second playthrough with kept gear lets old quest items and flags leak into the new story
Starting again with some of the old hero sounds easy, until a key from the first story opens a door that should still be locked. Here is which parts of the old save to keep, which to turn into souvenirs and which to throw away.
Why this works
An old save is full of promises made to the old story. Building the new one from a short list of rules, instead of copying and clearing fields, means nothing comes along by accident, and every kept thing has been chosen on purpose and can be explained to the player.
When not to use it
Skip it when the story is short or fully linear and a second run should feel identical, or when the hero's power is the whole challenge. Carrying anything over there only makes the second run easy. Offer a clean start, or a harder mode that keeps nothing.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 27 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 "A second playthrough with kept gear lets old quest items and flags leak into the new story" (read_entry rpg-new-game-plus-carry-over) 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