Are players reloading their save every time a risky roll fails?
When a failed lockpick or failed persuasion sends players straight back to an older save, the odds are not creating drama, they are creating chores. This entry shows how to spot that in the log without watching anyone.
Why this works
A reload soon after a failure is a vote with the hand: the player refused to live with it. Comparing the age of the loaded save tells a real retry from just coming back, and counting failures rather than loads keeps one stubborn person from looking like many.
When not to use it
Wrong for games built on trying again, with automatic restarts or no manual saves: reloading is normal there. Look at who quits right after the failure instead, or ask players how it felt.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 32 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 "Are players reloading their save every time a risky roll fails?" (read_entry rpg-reload-after-failed-check) 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