So, Tldr; I have a quest that has many branching choices. Not all lead to a happy end full of rainbows. In one scenario the player is given a choice to be a judas and kill the main cast of characters for a mighty fair offer. Getting their captive wife back, their captive companion back, or if they have neither, a massive sum of gold. After the deed is done, the big badguy strolls in and says, "Good job, now i'm going to tie this up and kill you as well." The badguy is 3.5X the player's level and essential, he cannot die. The point is to kill the character. The other scenario is if the player is too trusting of a supposed 'good' wizard, he will take advantage of it. He will trap the player in a magic prison., an pseudo-infinite all stark white world cell with a bed a foot locker, and a table where food and water sit, and when taken of disturbed, re-materialize, implying they could potentially live in this state forever. He mocks the player and says ". . . and now we see the effect of an unstoppable force that has been set unto perpetual motion. You could go and save your friends, perhaps you could win. Perhaps you may die. But why would I let you? what advantage would I gain? You are a valuable asset, my friend. Better to bottle you up for later, and save you; Save you for a day I may need you." It would be good to tell players to save before the critical choices so they don't lynch me for ruining their characters and sticking them in infinite loops forever. I get that. What would be the most convenient way to tell them? Should I put up a message in the top right corner to suggest them to make a save? Or is that too subtle? Should I put a big debug box on the screen, where they have to click an "Okay, I understand" to continue? Is there a way using pypyrus to make a save for them, and make a tasteful fade to black after they cock up, and re-load that save?