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Consequences — Messages When Something Happens

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

Creating One

Manage Content → Consequences → New Consequence opens the form:

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

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

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

Related