Card · SI-07
Breakdown
Threat and upheaval
Breakdown
Frame · Threat and upheaval situational
The system fails – order dissolves, structures break, the familiar no longer works.
Design question – In your game something collapses. What fails – and what arises in the gap it leaves?
Reference example – FTL: one system after another fails, and the ship loses its order. Overcooked: orders pile up, a pot is burning, no one knows who is doing what any more.
Associations
- Typical Activities – Repairing, Salvaging, Adapting, Prioritizing
Coherence
Activities: Repairing, Salvaging, Adapting, Prioritizing. Mechanisms: Decay (system deterioration), Timer (escalating crisis), Resource Management (scarce repair resources), Event. Ludic Organisational Structures: survival order, economic order (under stress). Ludic Narrational Structure: iterative narration (one crisis after another), survival narration.
Belongs to the stack
- Situational
- Situational (26 cards)
- Ludic Frame
- To the term
- SI-06 Intrusion
- previous card
- SI-08 Crisis
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