Spielerando

Keep a town's history as a log of events so it cannot become impossible

The town burned down in one chapter, is rebuilt in another, and in a third it burns for the first time again, or is rebuilt before it was ever destroyed. Here is a way to store only the events and derive the present state, rejecting ones that cannot follow.

Why this works

A place's present is the result of what happened to it in order, so storing the happenings and working out the present keeps the two from drifting apart. Impossible events show up on their own, because nothing in the rules allows them to follow.

When not to use it

Skip it for a place whose state is simple and rarely changes, or when memory is deliberately fuzzy and legends disagree about what happened. Then keep one current note, or store the competing versions as beliefs.

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
  • 31 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Keep a town's history as a log of events so it cannot become impossible" (read_entry world-history-as-an-event-log) 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