Who keeps the group waiting at a story door, and how much waiting does it cost?
Some story doors only open when everyone has arrived. An average wait time hides who was late and whether the delay was a person or the game itself. This entry shows how to split a wait into its parts and add up the lost time per cause.
Why this works
Waiting has two different owners: the person who arrived last and the game that kept everyone standing after that. Splitting the time by cause shows which one you can change, instead of blaming players for your own delay.
When not to use it
Skip it when players choose to wait for each other, such as friends chatting before a door. Then the wait is the point of the evening, not a loss. Also drop it if the clocks cannot be trusted to agree.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 32 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Who keeps the group waiting at a story door, and how much waiting does it cost?" (read_entry story-gate-wait-caused-by-last-arrival) 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