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
- 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.
- 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).
- 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
| Scale | The beat |
|---|---|
| Moment | Read a card, weigh two edges, commit; watch the meters twitch. |
| Encounter | A chain of related cards — an arc that pays off or backfires. |
| Session | A reign/run: survive until a doom fires or you reach an ending. |
| Meta | Unlocked arcs/characters/endings; flags carried between runs; the map of what-ifs. |
Essential systems
| System | Why it’s load-bearing |
|---|---|
world-narrative-delivery | Story is told through the choices and meters — embedded, not narrated at you. |
system-economy | Meters are currencies with faucets and sinks; the whole game is balancing them. |
system-emergent-systems | Flags/relationships that remember past choices turn a deck into a personal history. |
pattern-risk-reward | Every double-edged card is a push-your-luck bet on which meter can afford the hit. |
pattern-feedback-loops | Meters that feed each other (low treasury → unrest → worse options) create the death spiral. |
Content & difficulty model
- Editorial judgement is CI. When choices are data, lint them: unique ids, bounded effects (|Δ| ≤ 20), every needs-flag actually settable somewhere, no no-op choices, no unreachable cards. The content lint is the balance test (FUN.md §21).
- Doom attribution matters. Each ending must fire from ITS meter at ITS edge — a swapped ending string wrecks the fiction invisibly. Assert every doom fires its own ending, at its own edge.
- Arcs terminate both ways. A multi-card arc must be able to resolve well and badly; a one-way arc is a cutscene.
- Prove judgement beats policy. A balanced-policy bot survives; an always-swipe-one-way bot loses (0/20). If a fixed policy wins, the meters aren’t really ditched on both sides.
- Pacing lives in the deck order. A calm-cards-only stretch is a desert; a
crisis-cards-only stretch is a death march. Weight the draw so tension breathes —
a scare, then a reprieve, then the arc’s payoff (see
pattern-pacing-and-tension). - Every card is a small risk-reward bet. The player is betting which meter can absorb the hit this turn; the fun is that the safe-looking edge is often the slow poison. Author both edges to bite differently, never symmetrically.
Signature-mechanic seeds
- Reigns but the advisors lie, and trust is a hidden meter — you’re weighing
the source, not just the choice (mechanic-swap; composes
system-emergent-systems). - Reigns but one deck, played by two rulers taking turns — competitive or
co-op stewardship (structure; composes
genre-coop-chaos,system-coop-and-competition). - Reigns but your past selves’ choices become cards for your heir — the reign
is a run in a roguelite dynasty (structure; composes
system-meta-progression). - Reigns but the meters are people, and each ditch is a character leaving (theme/tonal — reframes numbers as relationships).
- Reigns but time-pressured — a card auto-resolves badly if you stall (constraint; adds a real-time clock over the turn-based deck).
Common pitfalls
- Dominant strategy. If “always favour treasury” survives, a meter isn’t ditched on both sides — the balanced-policy proof is passing while the game is broken. Fix the ditches, not the bot.
- Unbounded effects. A card that swings a meter 60 points makes planning impossible and the arc a coin flip. Cap |Δ| and assert it.
- Ending soup. Dooms that fire from the wrong meter, or generic “you lost” strings, gut the fiction. Attribute each ending to its own edge.
- Content that isn’t data. Hand-coded branches can’t be linted and rot silently. Keep choices in a pure data deck (FUN.md law 7) so editorial checks run in CI.
Anchors
anchor-reigns— swipe-choice narrative; meters between two ditches; stewardship as the whole verb.
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
world-narrative-delivery— the story is delivered through choices; this genre is its purest engine.system-economy— treat meters as currencies and the balance problem becomes a faucet/sink problem.pattern-feedback-loops— inter-meter loops author the death spiral and the comeback.
See also
design/FUN.md§21 — the content-lint recipe in full.world-narrative-delivery— techniques for telling story with little text.