Design patterns

Crowns

Games
Brindlewood Bay
Game families
Carved from Brindlewood

Summary

Crowns are a limited narrative resource that players can spend to alter outcomes, improve results, or revise established events. Each character receives a fixed number of Crowns for their entire campaign, and spent Crowns are never replenished.

Design Purpose

Crowns give players a small number of opportunities to influence fate while ensuring that such interventions remain meaningful and rare.

Problems Solved

Core Loop

Characters begin the campaign with a fixed number of Crowns. A Crown may be spent to alter an outcome or improve a result. Once spent, the Crown is permanently lost.

Player Decision

Is this moment important enough to spend one of my limited chances to change fate?

Narrative Effect

Crowns turn certain scenes into defining moments. The situations in which players choose to spend their Crowns reveal their characters' priorities, values, and fears.

Strengths

Weaknesses

Variations

Examples

Pattern Definition

A Finite Narrative Currency is a non-renewable resource that allows players to alter outcomes or influence the narrative, forcing them to decide which moments are important enough to justify permanently spending part of a limited supply.