Skim, settle, cooldown: making betrayal cost something

Walking out of a crew takes about fourteen chips off the people you leave, cannot be done to anyone you sat down with in the last two beats, and cannot be done twice within five. Together those put betrayal on a specific beat.

SKIM
14 chips, off the people you leave
SETTLE_BEATS
2, so you cannot walk on people you just sat down with
WALK_COOLDOWN
5 beats
Best moment
the beat before a count

Skim gives betrayal a clock

Walking takes chips off the crew you leave. Because the cage pays at fixed counts, the value of doing that peaks on the beat immediately before one, which converts an abstract question (should I betray these people) into a concrete one (is it now).

Timing pressure is what a simulation of scheming needs and what most of them lack. The tension is never whether somebody is loyal. It is whether this is the beat.

The two brakes, and why they exist

SETTLE_BEATS (2) stops you walking out on people you sat down with two beats ago. WALK_COOLDOWN (5) stops anybody doing it twice in a row.

Both are there because of what happens without them. One walkout wrecks a crew's trust; wrecked trust clears the betrayal bar for everyone else in that crew; and the night collapses into churn, with constant motion, no drama, and nobody ever having sat anywhere long enough for leaving to mean something.

A general lesson about cascades

The bar was not wrong. The bar was right and the feedback loop around it was unbounded: an event that lowers everybody's trust makes the same event more likely for everybody. Any threshold whose input it also moves needs a damper, and a settle plus a cooldown is the cheapest one that reads as a social rule instead of a rate limit.

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