Pace crises so a disaster never lands on top of another
Left to chance, a plague, a raid and a famine can arrive in the same week, and the player is lost, not challenged. Here is a small director that keeps a tension budget, lets it cool, enforces a gap between crises, and picks the biggest crisis that still fits.
Why this works
Challenge only works when the player can recover between blows. Treating tension like a tank that fills with each crisis and drains with time, and demanding a pause in between, keeps the game demanding without ever making it hopeless.
When not to use it
Skip it when chaos is the point, such as a survival game where everything goes wrong at once, or a scripted story with set disasters on fixed days. Use hand-placed events there and let this only guard the random ones.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 22 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Pace crises so a disaster never lands on top of another" (read_entry crisis-pacing-one-at-a-time-within-a-tension-budget) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP