Considerate pacing is one of the most basic principles of good campaign design - basic enough, even, that a braying ignoramus like me can summarise the ins and outs without once (OK, twice) reaching for Wikipedia. Is the player a buzzing, bloody mess of adrenaline, thumping his chest astride a pile of dismembered goblins? Throw the poor devil a match-3 minigame so he has a chance to calm down. Conversely, is the player teetering on the brink of catalepsy thanks to a surplus of walk-and-talk storytelling sequences? Quick, parachute in a Capra Demon.