here is the message you deleted...
About NTR planning - the idea is not to make it a random “short bad end” that appears out of nowhere. If it exists in the game at all, it should feel like part of the story structure and player choices, not just a sudden punishment screen.
The approach I prefer is exactly what you suggested: avoidable through decisions, not just a toggle in settings. So instead of “enable/disable NTR”, the player would naturally steer the story away from it (or into it) depending on choices, trust levels, timing, and relationship paths.
As for whether it affects all FMCs or just one route - it wouldn’t be a single universal thing applied randomly. It would be tied to specific story branches and conditions, so different characters can have different outcomes depending on how the player plays.
Right now the focus is more on building the main routes and character progression first, and then layering consequences like that on top so they actually feel earned rather than forced.