A consequence is a message that lands on a player when something happens to them: "You've gone into debt", "You're halfway there", "The tech got there in time. The fridge lives, for now." It's how the game reacts out loud. A consequence only delivers a message; it never changes anyone's balance.
Two Kinds
- When a state is crossed — it watches one number and fires by itself the moment a player crosses the line you set.
- After a specific choice — it fires when a player picks an Encounter Choice option whose Then say names it.
Creating One
Manage Content → Consequences → New Consequence opens the form:
- Title and Message — what the player reads.
- Fires — When a state is crossed, or After a specific choice.
- Tone — Danger, Warning, Information or Good news. It sets how the message looks.
- Watching, When it and This number — for state consequences only: the number to watch, is at or below or is at or above, and the line.
- Icon and Colour — typed names, e.g.
warningandamber. - Only once per player — on by default.
A state consequence can watch: Coins (BLOO), Energy (EP), Level, XP, Journey completion %, Milestones completed, Tabis completed, Total Blooms or Guild level.
Press Save consequence. The list reads each one back in a line ("Coins (BLOO) is at or below -1"), and you can filter it by kind.
How Often It Fires
- Only once per player on: a state consequence fires at most once for each player, ever.
- Off: it repeats while the state stays true, but at most once a day, so it can't loop. That suits reminders like "you're still in debt".
- A choice consequence fires every time the choice is made. The once setting doesn't apply to it.
How It Reaches the Player
State consequences are checked every time a player's progress is recalculated: on their own page loads, and whenever anything changes their numbers, including someone else's action, such as a GM grading their work. The message is held for them and shown on their next page load, in the same panel as rewards, styled by its tone. It's removed once shown, so a refresh can't replay it.
A choice consequence appears straight away, as part of the result of the choice.
Recipes
- Debt alert — When a state is crossed · Coins (BLOO) · is at or below · -1. Use -1 rather than 0, or it fires for a player who has simply spent down to exactly nothing.
- Encouragement — Journey completion % · is at or above · 50, with a Good news tone.
- A choice's outcome — After a specific choice, then pick it in the option's Then say. This is where the story of what happened next goes: "Patched, not fixed."
Consequences vs Conditions
They look alike but answer opposite questions. A condition asks "has the player climbed high enough?" and grants something permanent: an achievement, a certificate, a scene stage. A consequence can also ask "has the player fallen below?", and it's momentary, which is why it can watch spendable numbers like BLOO and energy that conditions can't.
Gotchas
- Deleting a consequence also forgets who has already seen it.
- Consequences are authored once, on the template, and fire separately for every player in every cohort.