Tell a player whether the spy lied or the world just moved on
A mission fails because the report said twenty guards and there were thirty-five. Was the report wrong from the start, or right when it was written and out of date by the time of the attack? Here is how to tell the two apart so the story blames the right thing.
Why this works
A player can only learn from a failure if they know what failed. Telling a report that was always false from one that was true and then went out of date points to different cures: trust a spy less, or scout again sooner.
When not to use it
Unneeded when information is always fresh and exact, or when a failure should stay a mystery, as in a tale of betrayal where the player must suspect everyone. Then keep the cause hidden or leave it to the characters to argue about.
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
- 17 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Tell a player whether the spy lied or the world just moved on" (read_entry spy-report-was-wrong-or-just-old) 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