Card · SI-08
Crisis
Threat and upheaval
Crisis
Frame · Threat and upheaval situational
A turning point: the situation has come to a head, acting is imperative, doing nothing is not an option.
Design question – Your game is in a crisis. What makes the urgency tangible – time pressure, resource scarcity, or the consequences of wrong decisions?
Reference example – Pandemic: three outbreaks in one round, and the draw pile is almost empty. XCOM: the mission goes wrong, two soldiers are down, the extraction point is far away. Football: 0–2 at half-time in the cup final – the tactics have to change, risk is a must.
Associations
- Typical Activities – Deciding, Prioritizing, Sacrificing, Leading
Coherence
Activities: Deciding, Prioritizing, Sacrificing, Leading. Mechanisms: Timer, Escalation, Co-op (together against the crisis), Triage (prioritization). Ludic Organisational Structures: all structures under stress – economic, social, political. Ludic Narrational Structure: linear narration with a climax, Kishōtenketsu (the turning point as the core).
Belongs to the stack
- Situational
- Situational (26 cards)
- Ludic Frame
- To the term
- SI-07 Breakdown
- previous card
- SI-09 Epidemic
- next card