genre

Use when

The design is a choice-driven game where balancing competing meters via double-edged decisions IS the gameplay (Reigns-like).

Narrative Decisions

What it is. You steward something fragile — a kingdom, a ship, a life — through a stream of decisions, each with two edges. Every choice moves competing meters; let any meter hit a ditch and you lose. The content is the game.

Player fantasy. “I’m holding it together by judgement alone.” The weary, compulsive pull of one-more-decision, of keeping every plate spinning when every plate-spin tips another.

Pillars

  1. Every choice is double-edged. No free wins. A decision that helps one meter must cost another — the tension is the point. A no-op choice is a dead choice.
  2. Meters live between two ditches. Each meter loses at both extremes (too little AND too much). You’re threading, not maximising. Judgement, not a fixed policy, must win (19/20 vs 0/20 in the campaign).
  3. Content is the level. Difficulty, pacing, and voice all live in the card deck. When content is data, editorial judgement becomes CI (see below).

The loop stack

ScaleThe beat
MomentRead a card, weigh two edges, commit; watch the meters twitch.
EncounterA chain of related cards — an arc that pays off or backfires.
SessionA reign/run: survive until a doom fires or you reach an ending.
MetaUnlocked arcs/characters/endings; flags carried between runs; the map of what-ifs.

Essential systems

SystemWhy it’s load-bearing
world-narrative-deliveryStory is told through the choices and meters — embedded, not narrated at you.
system-economyMeters are currencies with faucets and sinks; the whole game is balancing them.
system-emergent-systemsFlags/relationships that remember past choices turn a deck into a personal history.
pattern-risk-rewardEvery double-edged card is a push-your-luck bet on which meter can afford the hit.
pattern-feedback-loopsMeters that feed each other (low treasury → unrest → worse options) create the death spiral.

Content & difficulty model

Signature-mechanic seeds

Common pitfalls

Anchors

Verify

Prove it against FUN.md §21 — Narrative decisions: balanced-policy bot survives; always-left loses 0/20; content lint (unique ids, |Δ| ≤ 20, settable flags, no no-ops); every doom fires its own ending; arcs terminate both ways. Chrome/menus via showScreen(); the card view is cosmetic.

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.