Rules for untoxic gameplay for notorious save-scummers
Posted: Sat Apr 25, 2026 1:23 am
Disclaimer: Can be adjusted or extended, of course. Or just ignore, if it doesn't apply
Bad example (myself)
https://www.youtube.com/playlist?list=P ... PG5j8HnctD
Those are some self-applicable basic rules, to keep the gameplay healthy for notorious save-scummers.
Phase 1: BEFORE the Session – The Go/No-Go Decision
A session may only be initiated if required and max. 1 times a day, provided ALL of the following criteria are met:
Time & Frequency:
- Is this the first session today?
- Can be finished before 6:00 PM (or whatever is the deadline) be guaranteed?
Physiological Checklist:
- Hydration: Drank water within the last hour?
- Nutrition: Eaten within the last 3 hours?
- Movement: At least a bit of workout.
Phase 2: DURING the Session – The Ground Rules
TIMER: Set an external alarm to exactly 60 (or longer) minutes of real-time.
CONCLUSION: When the alarm sounds: Save and exit the game immediately (within 60 seconds).
GAME MODES:
Implementation Mode: Standard gameplay. (Wing it!)
- The "No-Reload" principle applies strictly. Errors are corrected by dismantling and rebuilding.
- Optional: Death allows reload
Planning Mode: Optional for blueprinting/design.
- Workflow: Save → Plan/Test → Reload original save → Implement in Implementation mode.
EMERGENCY:
The weekly "Emergency Exit" (loading an old save state following a catastrophe) must be reported in the log.
Phase 3: AFTER the Session – The "Active Cut"
Immediately after exiting the game: Touch grass, whatever that means.
Phase 4: The Log – Accountability
Log after every session:
Date & Time.
Activity / Objective.
Time Distribution: Approx. [X] min. Planning / [X] min. Implementation. (The distribution should not go towards 100% planning and 0% implementation)
Rule Violations? (None / Specify)
Scale 1–5: (1 = Stress, 5 = Relaxation). (Should go towards 5)
Bad example (myself)
https://www.youtube.com/playlist?list=P ... PG5j8HnctD
Those are some self-applicable basic rules, to keep the gameplay healthy for notorious save-scummers.
Phase 1: BEFORE the Session – The Go/No-Go Decision
A session may only be initiated if required and max. 1 times a day, provided ALL of the following criteria are met:
Time & Frequency:
- Is this the first session today?
- Can be finished before 6:00 PM (or whatever is the deadline) be guaranteed?
Physiological Checklist:
- Hydration: Drank water within the last hour?
- Nutrition: Eaten within the last 3 hours?
- Movement: At least a bit of workout.
Phase 2: DURING the Session – The Ground Rules
TIMER: Set an external alarm to exactly 60 (or longer) minutes of real-time.
CONCLUSION: When the alarm sounds: Save and exit the game immediately (within 60 seconds).
GAME MODES:
Implementation Mode: Standard gameplay. (Wing it!)
- The "No-Reload" principle applies strictly. Errors are corrected by dismantling and rebuilding.
- Optional: Death allows reload
Planning Mode: Optional for blueprinting/design.
- Workflow: Save → Plan/Test → Reload original save → Implement in Implementation mode.
EMERGENCY:
The weekly "Emergency Exit" (loading an old save state following a catastrophe) must be reported in the log.
Phase 3: AFTER the Session – The "Active Cut"
Immediately after exiting the game: Touch grass, whatever that means.
Phase 4: The Log – Accountability
Log after every session:
Date & Time.
Activity / Objective.
Time Distribution: Approx. [X] min. Planning / [X] min. Implementation. (The distribution should not go towards 100% planning and 0% implementation)
Rule Violations? (None / Specify)
Scale 1–5: (1 = Stress, 5 = Relaxation). (Should go towards 5)