Work out how a character treats you from their group loyalties
You joined the guild, the guild is at war with the harbour, and the harbour sailor you meet has never heard of you. How should he act? Here is a layered rule that settles it the same way every time and flags characters whose loyalties pull both ways.
Why this works
People treat you first as someone they know, then as a member of a group, and only then as a stranger. Putting those layers in a fixed order means a personal bond beats group hatred, and the same pair of people always get the same answer.
When not to use it
Skip it when people should react to what you do right now rather than to who you belong to, as in a game of first impressions or disguises. Group labels would be too blunt. Let each scene set the mood directly.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 38 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 "Work out how a character treats you from their group loyalties" (read_entry stance-of-a-person-from-their-factions) 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